[SiB] Primevan Spring

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Author: OliveFox

Last revision: 31 Jan at 19:27 UTC

File size: 1.52 MB

On Steam Workshop

Description:

Step out of the simulator and take part in a civil war between a corrupt constitutional monarchy and an armed left wing rebellion to decide the future of Primeva.

The third mission in the Spring in Boscali series, and the last mission before the mainline trilogy is released. Based around high speed and high rank air, naval, and land combat across most of Ignus, Primevan Spring aims to combine story with enjoyable gameplay, while simultaneously improving on the concepts tested in Naval Skirmish, Breakthrough, and Vanguard. In total, around 10-20 hours of gameplay is available in this one mission, split between each of the 6 endings.

In development since March (9 months ago, at the time of release), Primevan Spring is to my knowledge the most ambitious Nuclear Option mission ever created. Combining the logic systems tested in Breakthrough with all of my experience making enjoyable gameplay over the years, Primevan Spring started as a quick prequel to the mainline SiB trilogy, and has since evolved into the culmination of everything I know about the editor to date. For most of those 9 months, the mission was physically impossible to be finished, and only recently after directly coordinating with Shockfront Studios has the game been updated to make a core feature of the mission technically feasible. With that said, after all this time, I sincerely hope you enjoy. It’s been long enough.

Intended Play Order:
Naval Skirmish > Breakthrough > Primevan Spring > Vanguard > Dawn (currently unreleased) > Dusk (currently unreleased) > Counterforce (currently unreleased) > Inferno (currently unreleased) > Midnight (currently unreleased)

Known Issues

With the unparalleled scale of the mission and the limited size and tight schedule of the Spring in Boscali development team, I would imagine that there are still many issues throughout the mission at the time of release. Because of this, I’m going to need the help of those playing the mission to report the issues they find so I can fix them.

The match can very easily turn into a slog for PALA when losing since the win condition is based on capturing instead of destroying all of their hangars, I’ll see if I can work something out soon akin to the fast capture system in Breakthrough, but it’d need to be tested first and that could take some time given the complexity of the mission. Update: I tested this, but due to a fundamental bug with the way the game handles airbase buildings used in objectives I physically cannot fix this until Shockfront fixes the aforementioned bug.

Following updates to the suburbs around Feldspar, some of the bases in the mission may have clipping with buildings and otherwise look off. That said, in theory, the mission should be fully functional and playable, aesthetic issues aside.

Extras

Spring in Boscali Lore Document [docs.google.com]

Spring in Boscali Collection

Credits

Olivefox: Mission Development
Droopy_: Thumbnail, Playtesting
Javiairplane: Liveries, Playtesting
Phoenix1509: Liveries, Playtesting
Snowyyy: Playtesting
AlexOrSmthIdk: Playtesting
SqueegyMackoy: Technical Assistance, Bug fixing with the game as a whole

And others (It’s been so long that I truly can’t remember who all was involved with this project, please let me know if you were involved and I’ll add you to the credits, thank you all for helping me get this project out the door.)