Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on November 29, 2017, 04:42:23 PM

Title: Star Traders: Frontiers
Post by: Asid on November 29, 2017, 04:42:23 PM
(http://cdn.akamai.steamstatic.com/steam/apps/335620/header.jpg?t=1511109041)

You are the captain of a starship venturing through a massive open universe. Customize your crew and take command at the helm of your very own ship as you explore an galaxy torn apart by internal strife, alien threats, and political intrigue.


Official forum: Here (http://startradersrpg.proboards.com/)
Steam: Here (http://store.steampowered.com/app/335620/Star_Traders_Frontiers/)
YouTube: Here (https://www.youtube.com/user/TreseBrothers/search?query=star+traders)
Wiki: Here (https://startraders.gamepedia.com/Star_Traders_Wiki)
Twitch: Here (https://www.twitch.tv/tresebrothers)


Single-player:


Trailer
https://youtu.be/QyneeQ4jZpQ



About

Command your ship and crew as a space pirate, merchant, bounty hunter, and more in Star Traders: Frontiers – an epic space RPG from Trese Brothers Games. Venture forth into a massive open universe, rich with adventure and the lore of the Star Traders. Choose your path by assembling and commanding your custom crew and spaceship in a constantly evolving galaxy torn by internal strife, political intrigue, and alien threats. Will you fly as a pirate terrorizing shipping lanes, join the solar wars as a military captain, or track targets across the stars as a fearsome bounty hunter?


(http://cdn.edgecast.steamstatic.com/steam/apps/335620/extras/store_banner_features.png?t=1511109041)

•   Explore a rich, open universe: Discover endless procedurally-generated galactic maps, meet unique characters, and take on enemies to conquer the galaxy!
•   Become an intergalactic captain: Take on the role of a spy, smuggler, explorer, pirate, merchant, bounty hunter, and more (21 jobs total)!
•   Customize your own spaceship: Choose from more than 300 upgrades and build your very own vessel to venture across the vast reaches of space.
•   Assemble and tailor a loyal crew: Assign talents and equip specialized gear for every spaceship crew member.
•   Experience an ever-changing narrative: Decide to make friends or foes with other factions and influence political, economic, and personal vendettas.
•   No Second Chances! classic roguelike features including autosave, character permadeath (higher difficulties only), procedural maps and extraordinary replay


(http://cdn.edgecast.steamstatic.com/steam/apps/335620/extras/store_banner_lore.png?t=1511109041)

First there was the Exodus – when survivors of a great war left the ruins of the Galactic Core behind in search of a new home in the stars. Scattered worlds were claimed on the fringe of the galaxy. Each pocket of survivors held on to an isolated set of worlds while trying to rebuild under the great law of Shalun. Three centuries later, technology has brought them back together again. Discovery of the hyperwarp has bridged what was once an unimaginable distance between far-flung colonies, long-lost families, and political factions.

With that reunification has come great economic prosperity. The hyperwarp reestablished the transportation of cargo, goods, and technologies between the quadrants – but it has also brought great strife. Political rivalries have been rekindled, blood has been shed in age-old feuds, and the fires of war have been stoked. Amidst the political infighting, a ruthless revolution is rising – and the fervent explorers of the hyperwarp have awoken something that was better left asleep.


(http://cdn.edgecast.steamstatic.com/steam/apps/335620/extras/store_banner_tresebrothers.png?t=1511109041)

Our very first game, Star Traders RPG, took hundreds of thousands of gamers on an interstellar adventure. Star Traders’ success and overwhelmingly positive reception helped to launch Trese Brothers Games. It was the adventures of our community’s star-crossed captains that put us on a trajectory to share more of our worlds, ideas, and dreams.

We set out to capture the loneliness, bravery, and camaraderie of people living together in a spaceship sailing across the stars. It is with great pride that after releasing four other games in the Star Traders universe, we’ve created a sequel to the original Star Traders RPG.

Step onto the bridge of your starship, take to the stars, and create your own story in Star Traders: Frontiers.


(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_ad3d176998cc589494153d43979a128b6a7051cd.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_8b0f4baeae3966262fdfe1ba16d69e1b607874d5.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_aacef1659d57fb2f2b6ddb16c8a73cd9cd46bfc3.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_97776ca5040d704aec2b9ded76c592c187eea96b.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_e9c74f3d60dc0d7bcbe7e57d0e8e83a6e7f679af.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_3e403106407ff6d8793463c537aa9515928b17bf.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_0106eccd376368fbba08cf5ab9006688a0755598.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_e67b885e297ed03f778c37433c9df28ec90d30e6.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_ec3ea5ecc62cb6b56c9b2ed7454a047db20aa714.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_567e2a39b333184c20604c3a32bfb651c1172db3.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_91bd21129ad74cf4bec18b1d42932ed8b7337f2c.600x338.jpg?t=1511109041)

(http://cdn.akamai.steamstatic.com/steam/apps/335620/ss_8c2a1e2d3207559749e21c72211648091d7bc4ff.600x338.jpg?t=1511109041)
Title: Re: Star Traders: Frontiers
Post by: Asid on December 01, 2017, 04:02:09 PM
Early Access Dev Roadmap
30 NOVEMBER   - TRESE BROTHERS

(https://steamuserimages-a.akamaihd.net/ugc/870747421336204757/E19795419F0E66128FCF11054CE207438DA89E35/)

Two weeks ago, we opened the hyperwarp gates and let the first wave of Captains come rushing headlong into the galaxy. Ever since, we’ve been neck deep in feedback, suggestions, bug fixes and all the high priority things that need immediate attention. While we are still swimming in that soup, we have our heads above water again and are looking forward to the Dev Roadmap we designed for Early Access with all the expansions and excitement.

We are sharing the Roadmap to give everyone visibility into the scale and scope of our Early Access plans and how we intend to turn those plans into game play reality. This Roadmap will help us all focus and look to a bright future for the quadrants!

Relentless Update Schedule
Just as the void is relentless and merciless, so too will we be with updates. Star Traders: Frontiers has been released for exactly 14 days and we have released 7 updates with new content, balancing, UI improvements and fixes. We plan to hammer updates constantly and consistently as we march through our development roadmap. Some projects decide to take a slower-but-larger update schedule, we want to keep Star Traders: Frontiers time in Early Access lively, in motion, and constantly improving. So, post your feedback and watch the updates roll!

Major Milestones
We’ve broken the Roadmap down into content expansions and major version milestones. In the content arena we expect continual expansion. For example, we’ll be adding a steady flow of new ship types over the course of development -- we have already added 3 new ones in the first 7 updates. These content adds will be a continual drip of new, fun stuff to enjoy.

The major version milestones are for features released in chunks, generally focusing on hitting each major element or story expansion as a big block. Still, we will be relentlessly adding and not waiting 3 months for a giant bomb of an update.

As we move through these milestones, Star Traders: Frontiers will edge closer and closer to full launch status, which we expect to be version 3.x and beyond.

We’d love you to start discussions on the boards about the features listed on the roadmap -- we’re here and happy to answer questions!

Finally, we’d like to give a big shout out to all of KickStarter backers who supported us and pushed us to create Star Traders: Frontiers! We could not have gotten here without you!


(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/21b7a079b200b6c89eb0baa26fed16cf7b44cd66.jpg)
Title: Re: Star Traders: Frontiers
Post by: Asid on December 03, 2017, 05:02:16 PM
Update #9: Platforms and Progress
1 DECEMBER   - CORYTRESE

Calling all Captains!

Another update sings out across the Hyperwarp. Join us!

We talked about our long term roadmap in our last update and tonight we have an important Quality of Life and stability release. We're trying to get these out of the way so we can move on with the UI updates and v2.1 features.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/80921b3b3c2ec99cdcd7e3332f15e88041604953.jpg)

Mutation Updates
A hot-topic on the Steam forums, Trait mutation determines how your Crew's Traits change and drift over time based on the Captain's actions. We've been collecting feedback and metrics about these mutations and v2.0.21 includes some updates you've suggested. This should help improve some obvious problems (too much Merciless!) and smooth out some of the progressions.

We are actively looking for ideas for additional Trait mutations ("Maybe if you Increase Salary in Mutiny it could cause Greedy?") and welcome discussions about anything confusing or not-fun happening with Traits.

(http://steamcommunity.com/games/335620/announcements/detail/1465223015954324523)

Balance and Mechanics
We are grinding away at improving mechanic transparency and improving balance. This update includes a few fixes here like correctly displaying the risk and reward percentages in the Explorer game. This patch also addresses some Talent issues you've pointed out on the Steam Discussions board. Thank you for those!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/3f22d65be0218e0bb75adabf5345d1402d2a64c8.jpg)

Platform Support
We are continuing to work towards better support for all our platforms, improved feature parity and boosted performance for all. This release includes some draw optimization and icons for Win32, addition of mouse-hover support in Linux and better pointer / hover performance in Mac OS X.

v2.0.21 - 11/29/2017
- Win32: Improved Taskbar and Window Icons
- Linux: Added mouse hover support, Improved 3rd Button
- Mac OS X: Improved mouse hover performance
- Fixed Merciless Trait Mutation Rate
- Fixed Malcontent + Loyal Trait Mutations
- Improved display of Risk and Reward factors in Explore/Spy/Blockade/Patrol
- Improved balance of Secrets Unbound Talent - now fires on landing
- Balanced cost of Retrain in Credits for Hard, Brutal, Impossible
- Fixed Missions showing multiple options in landing or orbit
- Fixed cooldown issue with Welcoming Conscription
- Fixed issue with repeat completion of Stash missions
- Fixed crew combat duplicate selection bugs
- Reworked Richness Scale on Wild Zones
- Promotions now consume 1 turn (Edict/Rank/Permit)
Title: Re: Star Traders: Frontiers
Post by: Selva on December 04, 2017, 02:30:43 PM
Despite a little unwillingness, i bought this game.

Unfortunately i've only played it for 2 hours ( i had to sleep )

But my impressions are:

PROS
Good game, some RPG and Rogue Like Elements.
Nice 2D graphics (there is no 3D at all, only hand-worked graphics)
You have a decent crew size according to the ship scale.
Lots of good to trade.
Some minigames (luck + cards)
Good lvl of character customization.


CONS
Organize your crew uniforms and skills might be a little tiring
The factions aren't interesting and have poorly creative names (IMAO)
The UI is simple, but could be a little more complete with details such as point-to-show-info.
No audio in dialogs
Things seems to be a bit linear if you decide to work more oriented to the factions.
Price seems a bit salty for the game's current level of development.



OVERALL: A nice game, good to buy with some discounts.
Title: Re: Star Traders: Frontiers
Post by: Asid on December 13, 2017, 12:57:16 AM
Hi Selva

As you know, the game is in early access. The devs are very good at listening to the community. They are passionate about there games  :thumbsup
Title: Re: Star Traders: Frontiers
Post by: Asid on December 13, 2017, 12:58:37 AM
Update #12: Engage Void Engines!
11 DECEMBER   - TRESE BROTHERS

(https://steamuserimages-a.akamaihd.net/ugc/882007810315441249/D8DD645C62A430C38A132EE11A938BD7D0BD0EF7/)


Captains, gather round the spice plate and let us talk. There is much news to share as we roll out update #12: Engage Void Engines! We're picking up pace with the speed of improvements now, hammering out some really good additions, fixes and balances with the growing strength of our community and the incoming feedback.

We've got some hot topics that are receiving attention tonight! We couldn't do this without your feedback so please keep leaving reviews and posting to the boards!

Rep Visibility and Balance
Your Reputation with other factions has a constant impact on your ability to access key grav services -- fuel, spice, repairs. Throughout the game, we've updated the service icons (blue wrench spice crystal, fuel tank) to indicate when they are at a location where hostile officials will deny the service. In the first screenshot of the update, you can see that the Steel Song will deny my Captain the opportunity to refuel at their starports.

As we continue balancing, we're looking hard at the AI that drives each type of captain type (Pirate, Merchant, etc) as well as how each Faction modifies those AIs and the additional impacts that Conflicts can have. This release includes a noticeable change in the behavior of Smugglers and Merchants, who will no longer dip below -3 Hostile -- meaning they no longer appear with the only option of Fight or Surrender.

Continued Combat Balance
Ship Combat balance is something that will take many iterations. We are improving and testing and improving and testing. This release includes some new rules to prevent Engines from taking multiple hits during a single round of combat -- a possibility that happened too often and is one of the causes of sudden-engine-death.

We've also improved the balance of some of the defensive components, giving each a better defined role with less overlap.

Contact and Atlas Improvements
The contact and atlas screens got major improvements in this update. On the Atlas, you can now see extensive details about any visited zone, including all the resources that it buys and sells. Contacts listing is better annotated and includes the system name where they reside as well as the economy type of that system to facilitate quick trading decisions while visiting allies.

Of course, hovers all around! Another 25+ tooltips have gone into the game across the screens and more will be coming.

We fixed a bug that was hiding the Arbiter storyline as well as some lingering crew combat freezes and odd dot position placement for Talents like E-Suture.



v2.0.31 - 12/11/2017
- Zone Service Icons are Reputation Aware (Map, Hovers, Atlas, Orbit, Details)
- Reduced Merchant and Smuggler Hostility in Ship Combat - no longer attack
- Improved Contact Detail Lists (Zone, Traits, Services, Location, Links)
- Improved Star Atlas: Lists Goods Bought / Sold for Zone Econ
- Improved Star Atlas: Added time since last worldfall
- Improved Star Atlas: Rep Aware Icons, Hovers
- Improved Ship Combat balance to avoid "rolling hits" hitting Engine multiple times in one turn
- Rebalanced Defensive Upgrades: Reinforced Structures, Deflector Array, Armored Bulkheads
- Eliminated Xeno encounters during first approx 500 turns in Orbit, Landing and Travel
- Fixed crew combat freeze when trying to use buff on enemy
- Fixed issue with target position dots for friendly Talents like E-Suture
- Clarified effect of Bandit Trait
- Added 25 new mouse hovers for traits, skills, zones, buttons
- Weak Contact Links (< 10 Power) now have 50% chance to decay
- Fixed issues with Arbiter storyline not appearing
Title: Re: Star Traders: Frontiers
Post by: Asid on December 17, 2017, 01:50:14 PM
Update #13: Sharpen the Blade
14 DECEMBER   - TRESE BROTHERS

(https://steamuserimages-a.akamaihd.net/ugc/912407416580882443/61EA2012C9096FDD698E68F86DE7DDF7DF3E2776/)

A huge thanks goes out to all of our Captains for your generous feedback, suggestions and bug reports. The lively and engaging community here, on our Discord and across all our channels is dumping more Water-Fuel into our metaphorical Void Engines. Order another round of spice beer, because we've got more updates!

Before launching into the fun, I hope you'll take a minute to share STF with a friend and leave a review. We promised a relentless pace, and we're burning the engines hot to deliver. Many thanks for helping to share the game.

Boarding Talents and Crew Select
A significant balance change is included in this release for Boarding Talents. While in the past, only the Boarding Talents for the 4 crew members who boarded the enemy ship were available on victory, we've opened this up to a wider crew selection if you are at Range 1. In this case, any crew member on the ship can use a Boarding Talent, giving much more utility to the Mechanic and E-Tech Talents. Of course, you do have to close all the way to range 1, so get your Twitch Surge ready, boarders!

You can still board with Talents like the Gunners and Bounty Hunters from farther ranges, you only your 4 boarders can use Boarding Talents.

We've updated the crew selection screen based on player feedback to get the HP and Morale bars visible for the selected crew, making choices to swap out easier when you have wounded among the auto-select set.

Curve Smoothing
In a few areas with this release, we've smoothed out the curves or cut down on RNG. Travel events in the early game have been smoothed out to be significantly less impactful. We've also removed RNG from the healing Talents, which were causing some reports that they were not working.

(https://steamuserimages-a.akamaihd.net/ugc/912407416580882073/C4FF77C456899B7DF52F0CD0F8D7C28DA34EE9FE/)

Polish til It Shines
We've rebuilt the dialog showing details on a Quadrant in the Quadrant map as well updating the main status screen in prep for the upcoming ship component and upgrade UI rebuild. The on-going war for tooltips continues, and we've pushed in 16 new ones into the status screen stack. We are moving on toward new game now and will be annotating those screens to the dickens.

v2.0.33 - 12/13/2017
- Boarding Talents of any crew member can be used at Range 1, not only Boarding Combat Team
- Health and Morale visible while selecting crew for combat
- Improved presence of alert dot on Spice Hall, reliably there when spice is needed
- Improved Quadrant map dialog UI
- Fixed bugs with Terrifying Extortion Cargo
- Added support for 1280x720 windowed mode
- Smoothed balance curve for travel events in early game
- Removed RNG from Talent-based sources of Crew healing
- Fixed issues with "Treat Wounded" Ship Combat Talent
- Fixed issues with multiple instances of "Rough Interrogation"
- Fixed issue with Sharp Counter Talent allowing player or enemy AI to take back-to-back turns
- Increased Shielding for Fidelis Cutter, Paladin Cruiser
- Fixed bug preventing Ship Shielding from displaying correctly outside of combat
- Fixed issue with Armored Bulkheads 3 and 4
- Improved main status screen, added 16 new hovers
Title: Re: Star Traders: Frontiers
Post by: Asid on December 17, 2017, 01:51:58 PM
Update #14: Unchain the Ships of War
16 DECEMBER   - TRESE BROTHERS

(https://steamuserimages-a.akamaihd.net/ugc/912407416589028252/E20FF581C09073CC70B1B441CBA3342F3E6064D3/)

In the first month of Early Access, our understanding of the balance of combat, the ships of war and the captains who command them has come forward by leaps and bounds. Seeing saved games, analytics, watching streamers, chatting with players and discussing on the Steam forums has -- as we knew it would -- helped us hone in on a series of major combat balance updates!

Before hitting the specifics below, let me ask that if you like our relentless pace of updates (14 meaty updates in a month!), please leave a review and tell a friend about how the Star Traders: Frontiers early access!

Without further adieu --

Enemy Captain, Officer and Crew
With the Unchained update, we have released all new enemy strategies into the game and updated all of the existing routines. This includes the enemy ship building engines as well as the AI to build captains, their officer corp and their crew. Captains will build more focused officer sets around their profession, as well as driving better crew allocations for their type of ship. Overall, we've rebuilt the foundation of what makes up an enemy crew. From here, we will be continue to work on improving the AI's ability to perform better at a variety of ranges, make more challenging tactical decisions, use a better variety of Talents and stop repeat stacking certain Talents.

On top of adding new smarts, variety and tricks to the enemy AI builder, we've added some rebalance, improvements and increased variety to the cargo holds of other ships traveling the Quadrants. Rumors relating to Merchant Fleets have been majorly increased as well.

+5 New Ships!
With new ships launching across many of the major Mass thresholds, this update almost increases the ship catalog by 30%. Including 3 new ship visual designs, these new models expand both the player and enemy captain's ability to build unique, different vessels for war, trading, spying or more.

We are continuing to work on our plan to add further differentiation to the ship hulls. More on that will be coming a bit down the line, but for now we're getting this new bevy of ships out to both your Captain and the AI's Captains!

Rumor Boosts
An equal number of risk and reward rumors have been buffed up for this release. Watch out for storms of all sorts, but revel in the riches of Artifact Find and Merchant Fleet.

In other news, we've added new wiki pages, fixed a bug that was causing Suppressing Fire and other knock-back Talents to steal turns, fixed the update routine for the service icons on the map and resolved all the reported crashes in the last release! The two man team here is working around the clock for big updates -- so enjoy and thanks for your feedback, reviews and shares.

(https://steamuserimages-a.akamaihd.net/ugc/912407416589035005/2CB695DF37100E0E3A70DD4A52D4B6966C2DB81A/)

v2.0.35 - 12/16/2017
- Reworked enemy Officer generator and Captain builder
- New Ship Artwork: Predator - Gold
- New Ship Artwork: Dreadnought
- New Ship Artwork: Warcruiser
- New 3400 Mass Ship: "Strikecruiser"
- New 5000 Mass Ship: "Solar Predator"
- New 5000 Mass Ship: "Paladin Defender"
- New 6000 Mass Ship: "Vengence Class"
- New 8000 Mass Ship: "Warhammer Class"
- New Ship Components: Hull Shielding, Battle Prow, Reinforced Officer Cabin
- Repriced Ship Components: Bridge, Cargo, Defensive
- Rebalanced Ship Components: Medical Chamber, Medical Bay, Hospital
- More Cargo Variety for Bounty Hunters, Smugglers, Pirates, Explorers, Xeno
- Adds support for more variable types and quantities of looted cargo
- Map markers (contact, mission, refuel, etc) now refresh
- Fixed issue with knock-back crew combat Talents (Supressing Fire, etc) stealing enemy's turn
- Rumors: 100% Increase in impact of 'Merchant Fleet' on cargo generator
- Rumors: Artifact Find Boost Increased by 50%
- Rumors: Better modifies power of Radiation Storms by difficulty (+30% on Impossible)
- Rumors: Boosted power of Ion and Meteor Storms on all difficulties
- Talents: Fixed issues with Ion and Radiation Storm Talents
- Fixes some bugs with score keeping on 'Crew Killed' scores
- Adds Wiki page for 'Contact Traits'
- Fixed issue with Retrain pricing
- Fixed issues with System counts in Galactic Map
- Fixed Crashes with Rumors, Contacts, Atlas Filters
Title: Re: Star Traders: Frontiers
Post by: Asid on November 05, 2019, 12:58:21 PM
Battling the Jyeeta Carrier

(https://steamuserimages-a.akamaihd.net/ugc/766102842370008059/8D8D3117CE3217EFC39069723664C13E073A986F/?imw=1024&imh=639&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Title: Re: Star Traders: Frontiers
Post by: Asid on May 19, 2020, 01:42:05 PM
New desert art
19 May 2020

(https://steamuserimages-a.akamaihd.net/ugc/1017196441041539265/BB26115B6312EC397A4072DA6073BE819B0B1AB8/)

Title: Re: Star Traders: Frontiers
Post by: Asid on August 30, 2021, 11:22:29 PM
(https://steamuserimages-a.akamaihd.net/ugc/1689401050702544958/0D80346109D31F503F84B4DCEC4BBD7705606664/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Title: Re: Star Traders: Frontiers
Post by: Asid on September 18, 2021, 11:45:28 PM
Update #279: Lucrative Risks
Sat, 18 September 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/63ae6cfb45092966dcf866301f17c01b5f41d25e.jpg)

Improved confiscation rules, better Battle Barracks, easier to spot Trade Bans and more

Update #297 brings another round of improvements directly from the community as we continue our patch and improve drive following the big Steam Workshop mod release. After we clear this backlog of balance, QOL and improvement issues we'll be moving back to larger chunks of content and story additions. For now -- buckle up, more coming!

Next up from Trese Brothers
You may have heard our next game, Cyber Knights: Flashpoint is on its way to Steam in 2022. A turn-based cyberpunk RPG, Cyber Knight's features XCOM-like combat and a unique heist system for missions ... you don't need to hear more? Okay, just smash that Wishlist button!

(https://cdn.akamai.steamstatic.com/steam/apps/1021210/header.jpg)

A tactical heist RPG, in an original cyberpunk setting ten years in the making. Build your team of hackers, mercs and thieves wisely; their stories will become interwoven with your own. Use powerful cyberware, shady connections, stealth, hacking and more to rise in the neon-soaked future.

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/



Trade Ban Visibility
With Update #279, we've adjusted the ordering and text color for Trade Ban and Trade War warnings to ensure that they are front and center and your merchant captain can't miss them when making decisions about going through with a trade. As always, a huge thanks to the community members helping to post feedback and improve the game.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/0c2a79323cc465596a0dfbca6020c30b78118a23.png)

Ship Encounter, Bribes and Confiscation
We've updated the rules for surrendering to military ships that may check your cargo holds for illegal goods and confiscate if you fail to have valid permits. There is now a possible small Reputation loss if you are carrying goods that will be confiscated. This loss can be offset if you are carrying goods that *are* legal with a permit. No matter how much you might be carrying, the Rep penalty cannot exceed 2.

We've also fixed the Bribe offering for Independents which had been lost in the latest update -- including the key fact that Indies have no stored Reputation and therefore you can never lose Rep with them.

Game Menu Ship Combat Additions
We've enabled the ability to pull up the game menu with during the major screens in ship combat -- including during a ship encounter and mid-ship combat. This can help you drop out of the main menu without killing the game completely. Notably, Options and Save Slots are not available in these contexts. We'll keep working to make this menu access global and getting it into key places where it is still missing (crew combat).

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/dc0bc81ecb966e7b628e5a5c5e8e3d0134b7381e.jpg)

New Shiny: Battle Barracks
The Battle Barracks line has received an upgrade to help encourage ship combat captains to consider them worth their price (which has also gone up!). With new Armor, Shield and Void Res, these protected crew quarters are even more valuable to captains willing to pay the price and longtime cost to jump cost.

More Balance and QOL
For those Salvage cards that included double combats, we've adjusted the language to be clearer, stating "back-to-back" combats to be sure you know just what you are risking when you make the roll.

During and after the Jyeeta Era, we've retuned the appearance of the feared Jyeeta Maeledictor to make sure it retains its boss status among other Jyeeta enemies.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/11cbca943d58628ecc80423c893e7e46afc2be77.png)

For the Modders
With Steam Workshop being quite busy, we're still working to expand the possible footprint of mods. With this update, we've added some key new capabilities, allowing modders to start to adjust specific limits in the game -- raising max character level, job level. Also, we're enabling adjusting important combat rules and thresholds -- allowing for the change of Init cost to move, morale break or being Stunned as well as the maximum Armor and Shield ratings you can achieve with components and buffed. We're very excited to see what the community will cook with this new support!

v3.2.5 - 9/17/2021
- Improved Trade Ban warning (location, icon, red text)
- Lose up to 2 Rep when illegal cargo is seized, offset by legal permit-protected cargo
- Fixed Bribe option text for Independents to be more clear
- Added a Game Menu in Ship Combat, Combat Preamble
- Reduced spawn rate of "Jyeeta Maeledictor" in mix of Jyeeta ships
- Increased Price of Battle Barracks, Added Armor, Shields and Void Res
- Clarified "Xeno Assault" Salvage card to be clear it is 2 xeno combats back-to-back
- Better differentiated stats for the Trident DX9 and Blackhall Ultra Small Craft
- Modders can now change max character level, job level, Init costs of Stun, Morale Break, Move and Max/Buff Max of Shield/Armor

Title: Re: Star Traders: Frontiers
Post by: Asid on December 08, 2021, 11:59:33 PM
Update #285: Two Day Shift
Wed, 8 December 2021

Quick results from our end of year survey brings a wave of Quality-of-Life

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/bfff0cb0161310e5884c63babb70adb299b28cd5.jpg)

As we've gathered input from all our players in our year-end survey that we put out last week for Star Traders: Frontiers, we've pulled together a quality-of-life release to address some of the community posted issues and rough spots. Thanks to everyone posting reviews, feedback, for filling out the Google Form survey and for helping us share Star Traders: Frontiers!

Speaking of good things coming-- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.

(https://cdn.akamai.steamstatic.com/steam/apps/1021210/header.jpg)

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


Furthered Armor Meta
We've further improved the power of the armor meta with Update #285, allowing the component types like Hull Plating and Armored Bulkheads to continue to use their high hit percentage to soak damage even after they have crossed the 60% damage threshold. This means your armored components continue to provide that extra layer of protection even after they have drawn the first waves of damage to themselves.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/d8e445a60253d47f90acb8345f95b4594ab91d42.jpg)

Exact Job Rank Bonuses
In the Jobs screen, it has always taken a little bit of math to figure out the exact bonus granted by a new rank of a Job -- you had to look at the new (total) bonus and find the difference from the current (total) bonus. We've updated the screen to specifically list the bonus from the Job rank in isolation as well as the total bonus.

Star Atlas Rumors
The Star Atlas can now search System Rumors as well as Planet Rumors by name -- so searches like "Pirates" or "Ion Storm" or "Medical Station" will turn up results. We've also fixed the logic on the searchable objects to prevent Rumors you don't know from being searchable (sorry!)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/6937e436856e6503d2fc88440fcab8973ab8d7d9.jpg)

Scrolling Issues
We've fixed some longstanding bugs that were preventing mousewheel scrolling in the Mission Offers and Missions List screens. If you see other screens in the game that are resistant to scrolling please report them and we'll get them fixed right up!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/4037907171d02a86585e10d089139d17153f9dcb.jpg)

Clarifications
In the Jyeeta Brood Era we've added a few clarifications to the dialog in the final mission -- specifically some notes about healing Templar mechs and fixing the dialog that could be confusing about when the boss fight is about to occur.

We fixed 2 exploration missions -- Survey Tour and Forgotten Secrets which had issues with the order of steps you could complete.

We fixed a big typo ... Phase Infectors is now Phase InfLectors :D

For the Modders
We adjusted the default values read from the data.ShipEffect table so that the new Radiation Bonus and Void Bonus fields always come out at 0 instead of -1. Up next for modding, we're going to be making the rules for starport repair times and the new armor meta available to mod and see what modders want to spin up!

v3.2.19 - 12/7/2021
- Armor/protection focused components increase chance of being hit even when over 60% Damage, increasing their value to soak component damage even more
- System Rumors are now searchable from Star Atlas, hidden Rumors no longer search
- Improved Job screen to list the exact bonus from next job rank (+1 Tactics) as well as total (+3 Tactics, +4 Gunnery)
- Added note in dialog that Templar Mechs cannot be healed by your healing Talents
- Clarified story dialog in Avengent storyline that confused a penultimate battle for the final boss fight
- Fixed mousewheel scrolling in Mission List and Contact Mission Offers screens
- Fixed typo where "Infector" => "Inflector"
- Fixed "Forgotten Secrets" and "Survey Tour" missions

FOR THE MODDERS:
- Ship Effect values all default to 0, such as new Void Bonus and Rad Bonus (reduces need to update)

Title: Re: Star Traders: Frontiers
Post by: Asid on January 05, 2022, 11:46:07 PM
Quick Patch
Wed, 5 January 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30817993/4e5fe180e0209d95c274330f778714a488dd27ba.jpg)

Fixing one crash with missions and odd hull repair times

Happy New Year and welcome all new captains! We're pushing out a quick patch today to fix a crash with pinning the mission list and an oddity causing the repair times of hulls to be near random. Both bugs were accidentally introduced in release .19 and .21 and we wanted to get them fixed as so many new captains are piling in this week.

We'll be back to regular updates in a week or two, we've just launched the private alpha for our next game, Cyber Knights: Flashpoint and are getting that going before returning to the ST:F roadmap.

v3.2.23 - 1/5/2022
- Fixed random, long repair times with ship hull
- Fixed crash with pinning Mission list


Title: Re: Star Traders: Frontiers
Post by: Asid on January 12, 2022, 11:30:45 PM
Update #286: Arc Scanner Contact!
Wed, 12 January 2022

Upgraded ship comparison report, better repair times, new effects on Shielded Barracks

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/2b7b8063213699023cdeafef21a88e39f4f0010b.jpg)

Happy new year and welcome to the first major update, #286. With the huge new wave of captains () joining us in the void over the winter holiday, we've focused this update on one of the major areas tripping those captains up -- with #286, we have a major upgrade for the ship comparison data in ship encounters as well as a few other minor display tweaks to help that screen flow better. We've also made another big step improving repair times and costs, added new effects to all Shielded Barracks and resolved a display bug with Engine fuel / AU shown in game.

Speaking of new, shiny, blaze -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. We've just launched the private alpha to over 1,000 players and the wishlist button is calling your name, Knight.

(https://cdn.cloudflare.steamstatic.com/steam/apps/1021210/header.jpg?t=1642008918)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/34a93cba43f0d92d53ba55780af25bed2872b0c8.png)

Relative Ship Comparisons
Update #286 has simplified the encounter text the top of the screen so it is more easily readable quickly and added the level next to the profession so you don't have to go digging for it, such as Smuggler (Lvl 6). In addition, we've included a note to players to check the ship report if they are considering a fight.

The ship comparison report has been improved to use relative comparisons to give the captain better data about what their ac scanners can pick up about the enemy ship. The comparison report warns about razor-thin margins in dice pools and reminds that a single buff can tip a pool upwards of 25% so even that kind of margin must be considered risky.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/3beda000acce2d9795a68140fdb245126fc04dce.jpg)

Once in combat, the hover over the enemy ship continues to update each turn and considers all buffs, ship damage and crew losses so you can get a continued feel for how things are going and know whether or not it's time to close or retreat and where your buffs or debuffs may be best applied.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/6bb1d4f43740b5be92342a7cd80d20eaaa7344b5.png)

Better Repair Cost/Time
Update #286 completes a project started on Update #285. This greatly reduces the cost and time to repair for some of the most expensive components in the game. Their high install cost was previously granting them a very painful repair duration and price.

For the modders, these fields (repair time and cost) from install cost, time and salvage value allowing easier control over these important aspects ship components.


Event Log Abbreviations
We also tweaked the event logs display of dates so that we could always keep all of the relevant data displayed. 3 yrs, 2 wks, 5 days would be "3 Years, 2 Weeks and 5 Days". Before #286, it would have simply dropped the days from the count which was causing confusion.

Improved Shielded Barracks
Shielded Barracks 3, 4, 5 and 6 have all received new bonuses that help protect the ship from Void and Radiation Damage, and some of them have had a small Shield bonus increase. This helps them find a better position within the meta compared to Reinforced Barracks.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/aab8359b3f12585ee1b0fc522ef2bedde86d4396.jpg)

Engine Fuel / AU
We have made a display change (with no gameplay impact whatsoever
) to Void Engine's display of their Fuel / AU statistic. This has long bothered some captains who are closely watching their Water-Fuel that in real travel conditions, the Fuel / AU is always higher than was being posted. This change makes the Fuel / AU calculation correct and closer to real travel conditions. In most cases, it results in an additional +1 Fuel for the engine. However, there was no gameplay change, only the text in the display.

v3.2.25 - 1/12/2022
- Enemy captain level now visible from the main screen of ship encounter
- Improved ship comparison report (ship encounter, combat hover) to include relative comparison data (toss up, risky, dominant, etc)
- Reduced & Adjusted repair time and cost for many expensive components (high-end bridges, engines, launch bays)
- Corrected Fuel / AU rates for all engines to better match real world travel conditions (display only, no gameplay change)
- Improved Shielded Barracks 3, 4, 5 and 6
- Fixed display bug where reduction of repair time was not properly displayed (but correctly used, per event log)

Title: Re: Star Traders: Frontiers
Post by: Asid on January 21, 2022, 11:57:46 PM
Update #287: Arc Scanner Contact!
Wed, 12 January 2022

Upgraded ship comparison report, better repair times, new effects on Shielded Barracks

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/2b7b8063213699023cdeafef21a88e39f4f0010b.jpg)

Happy new year and welcome to the first major update, #287. With the huge new wave of captains () joining us in the void over the winter holiday, we've focused this update on one of the major areas tripping those captains up -- with #287, we have a major upgrade for the ship comparison data in ship encounters as well as a few other minor display tweaks to help that screen flow better. We've also made another big step improving repair times and costs, added new effects to all Shielded Barracks and resolved a display bug with Engine fuel / AU shown in game.

Speaking of new, shiny, blaze -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. We've just launched the private alpha to over 1,000 players and the wishlist button is calling your name, Knight.
Cyber Knights: Flashpoint
IsometricCRPGCyberpunkTactical RPGStealth
2022
Coming Soon
Cyber Knights: Flashpoint

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/34a93cba43f0d92d53ba55780af25bed2872b0c8.png)

Relative Ship Comparisons
Update #287 has simplified the encounter text the top of the screen so it is more easily readable quickly and added the level next to the profession so you don't have to go digging for it, such as Smuggler (Lvl 6). In addition, we've included a note to players to check the ship report if they are considering a fight.

The ship comparison report has been improved to use relative comparisons to give the captain better data about what their ac scanners can pick up about the enemy ship. The comparison report warns about razor-thin margins in dice pools and reminds that a single buff can tip a pool upwards of 25% so even that kind of margin must be considered risky.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/3beda000acce2d9795a68140fdb245126fc04dce.jpg)

Once in combat, the hover over the enemy ship continues to update each turn and considers all buffs, ship damage and crew losses so you can get a continued feel for how things are going and know whether or not it's time to close or retreat and where your buffs or debuffs may be best applied.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/6bb1d4f43740b5be92342a7cd80d20eaaa7344b5.png)

Better Repair Cost/Time
Update #287 completes a project started on Update #285. This greatly reduces the cost and time to repair for some of the most expensive components in the game. Their high install cost was previously granting them a very painful repair duration and price.

For the modders, these fields (repair time and cost) from install cost, time and salvage value allowing easier control over these important aspects ship components.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/0b03e7f8096e85f05b3955963047b993be8406ef.jpg)

Event Log Abbreviations
We also tweaked the event logs display of dates so that we could always keep all of the relevant data displayed. 3 yrs, 2 wks, 5 days would be "3 Years, 2 Weeks and 5 Days". Before #287, it would have simply dropped the days from the count which was causing confusion.

Improved Shielded Barracks
Shielded Barracks 3, 4, 5 and 6 have all received new bonuses that help protect the ship from Void and Radiation Damage, and some of them have had a small Shield bonus increase. This helps them find a better position within the meta compared to Reinforced Barracks
.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/aab8359b3f12585ee1b0fc522ef2bedde86d4396.jpg)

Engine Fuel / AU
We have made a display change (with no gameplay impact whatsoever
) to Void Engine's display of their Fuel / AU statistic. This has long bothered some captains who are closely watching their Water-Fuel that in real travel conditions, the Fuel / AU is always higher than was being posted. This change makes the Fuel / AU calculation correct and closer to real travel conditions. In most cases, it results in an additional +1 Fuel for the engine. However, there was no gameplay change, only the text in the display.

v3.2.25 - 1/12/2022
- Enemy captain level now visible from the main screen of ship encounter
- Improved ship comparison report (ship encounter, combat hover) to include relative comparison data (toss up, risky, dominant, etc)
- Reduced & Adjusted repair time and cost for many expensive components (high-end bridges, engines, launch bays)
- Corrected Fuel / AU rates for all engines to better match real world travel conditions (display only, no gameplay change)
- Improved Shielded Barracks 3, 4, 5 and 6
- Fixed display bug where reduction of repair time was not properly displayed (but correctly used, per event log)


Title: Re: Star Traders: Frontiers
Post by: Asid on January 23, 2022, 05:38:37 PM
Update #288: Gather Round
Fri, 21 January 2022


Improved and smoothed out repair time curves and wrapped up some community-reported bugs

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/e9da587890593ec02b8c5ac0bb8bffd1de214807.jpg)

Star Traders, gather round the spice hall -- its Update #288.

What’s the latest on Cyber Knights?
Earlier this month, we launched Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With a thousand players in the game now, development pace has picked up and we’re on the long march to release on Steam, so make sure you’ve wishlisted (and
followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
Cyber Knights: Flashpoint Coming Soon 2022



Repair Time Rebalance
Over the last few updates, we've been updating the data schema for ship components to give us more fine-grained control over the cost and time consumed by repair. As this backend work has wrapped up, we've now made some wholesale adjustments to these values and rebalanced the time required to repair all ship components in the game. In general, repairs times should feel shorter, more predictable and less "spikey". As components increase in size (small, medium, large) and level (1-8 currently) and complexity (engines, bridges, salvage bays, launch bays, etc) the repair times increase but more within an expected curve than previously where some components simply came with astronomically high repair hours.

We've love to hear your feedback about it and will be returning to look at the credit cost ($$) of repair in a future update but this alone has gone a long way to help make repair a more predictable experience.

Finally, we have also put in a rule that -- regardless of any Talents or faction bonuses -- Repairs must always take at least 1 Turn.

For anyone who was counting Turns and worrying about the pace of story, this should be a boon as well!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/ebe32f2c3bae9414d9b2edf91150aab266445e7a.png)

Valencia and the Hunter
I don't want to spoil anything, but we fixed a story timing bug where Valencia might leave before "the Hunter" arrives. If you had this bug, you know what I mean. If you don't, good luck!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/ff80afaa1291723c91d8ad47bdd0ce0c9d6b1f32.png)

Fuel Range in HUD
After the fuel cost display adjustment in Update #287, the HUD could display the wrong AU Fuel Range. This has now been resolved and you'll now see a 100% sync between the displayed fuel range and fuel cost per AU throughout the game, engine displays and HUDs. Thanks to everyone pushing on this!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/6bb1d4f43740b5be92342a7cd80d20eaaa7344b5.png)

Ship Comparison Crash Fix
There was one case -- in which one of the two ships had no weapons installed -- that could cause the new ship comparison screen to crash. We've fixed this bug with #288 and apologies for the delay on that.

v3.2.27 - 1/21/2022
- Rebalanced repair time for all components, especially improving some Weapon Lockers, Railtraks and other peaks
- All repairs must always take at least 1 Turn
- Fixed issue where AU Fuel Range was misreported in the HUD
- Fixed story bug where in some cases, Valencia left before the Hunter arrived
- Fixed some ship designs could cause crashes with new ship comparison


Title: Re: Star Traders: Frontiers
Post by: Asid on April 07, 2022, 11:37:17 PM
Update #293: Rapid Takedown
Thu, 7 April 2022

Auto-battle for crew combat, Red Badge goes to last resort, more barks!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/e371462a8b8e46c98baa0e809f07c1b181f82064.jpg)

Update #293 follows on after Update #300 (what madness is this, it's April Fools!) with a major quality of life upgrade for combat captains, a powerful balance improvement for mission runners, new content for the crew barks system and fixes for Blade Dancer and the Templar storyline. We're hard at work again, knocking off the major quality of life and rebalance requests from the community. If you are enjoying the improvements, please take a moment to leave a review, post some feedback or share our game with a friend.

What’s the latest on Cyber Knights?
Earlier this year, Cyber Knights: Flashpoint’s private alpha test went live for our Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With a thousand players in the game now, development pace has picked up and we’re on the long march to release on Steam, so make sure you’ve wishlisted (and
followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


Auto-Battle!
When it comes time for the rapid takedown, we've made a lot of improvements over the last year to help combat captains play faster. An upgraded suite of keyboard shortcuts and the high speed combat option to skip animation and SFX have both helped. But compared to the newest Auto Battle option, these previous improvements are tepid spice beer compared to a heaping spice plate.

Auto Battle --

    Uses the same AI controlling the enemy to control your team
    Uses all your Talents, healing and attacks automatically
    Resolves combats very quickly, especially when combined with Fast Combat option
    Can win easily if you are in a commanding position
    -- if you outclass the enemy or you've already cleared half the enemy team, Auto Battle will help you mop up. If the enemy is a lineup of E-Techs and Navigators, Auto Battle can give you that rapid takedown experience.
    Should be used carefully in evenly matched combats where every decision counts
    . In closely balanced battles, Auto Battle will duke it out but will not be able to use your team's combat builds as optimally as you could.
    Can be quickly turned off - click the toggle to get control again
    Will never Surrender and always fight to the death
    Is not responsible for deaths to your team members -- Use at your own risk!

    Starts disabled with each new combat. To a void mistakes where Auto Battle runs the first few (woops!) turns of a xeno combat, it always starts disabled


Auto Battle always starts disabled and as soon as you engage it your team will take care of the rest. We recommend trying out Auto Battle option in a few safe situations -- when the enemy is down to 2 crew, when the enemy is far lower level than you, when your fighting mostly enemy ship crew boarding -- to see how it feels with your combat crew. The Auto Battle AI uses basically the same AI as the enemy, so it may not be able to use your combat crews optimally, may not buff in the order you like or may heal less than you'd chose to -- etc.

We're excited to hear your feedback -- especially from boarding-heavy captains -- to see how this helps and what we could do to further tune the Auto Battle AI.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/7a714edaf0cad503d6f64fcd1d9191aef09b5edc.jpg)

Red Badge Priority Drop
With Update #293, Reputation mitigation Talents like the Diplomat's "Adept Mediation" or Spy's "Stealth Op" will activate before the Bounty Hunter's more generalist "Red Badge". This is a boon to captains who specialize in these skill-focused Talents, enabling you to save your Red Badge for a later mission step that might not have Stealth or Negotiation options.

The Bounty Hunter bearing an Edict has always been able to use Red Badge to reduce Reputation loss on any type of mission step in urban zones (not Exploring). Historically, it always went first. Many captains found this to be a disadvantage to the newer Rep mitigation Talents and we've finally caught up with the change that activates Red Badge always as a last resort.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/3ae14cd31ca6cd3dcbef40fd242bcf374cec5b12.jpg)

Clarified Ritualized Retreat
We have fixed the description of the Blade Dancer's "Ritualized Retreat" Talent to be much clearer about what Black Market cards it can protect against -- that is, only cards that include "Cargo Lost" in their title specifically. It does not protect against encountering hostile security squads.

New Barks -- Thanks Twitch!
In a recent Twitch stream on our Twitch channel, Cory hung out and chatted and gathered awesome suggestions from the community to improve and add to the already huge set of barks in the game. Another 20 entries were added for specific Traits.

v3.2.37 - Rapid Takedowns
- Enabled hotkey and button to toggle auto-combat in Crew Combat (AI will resolve for you)
- Added button to toggle fast combat in crew combat
- Added 20 new barks for crew Traits
- Adjusted order of Mission Rep Loss mitigation Talents -- Blood Badge will run AFTER other specific Skill (Stealth, etc) Talents
- Corrected description of Blade Dancer's "Ritualized Retreat" Talent to only cover Cargo Lost cards
- Fixed bug allowing reclaiming (and then using) Templar gear

Title: Re: Star Traders: Frontiers
Post by: Asid on May 03, 2022, 11:14:41 PM
Update #294: Stellar Rogues
Tue, 3 May 2022

Going Rogue Sale 35% off, stronger carrier meta, better dry dock, fixed wild auto-battle bugs


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/97cac66848cd9cac0928af34e4ed869848c3c21a.jpg)

With Update #294, Star Traders: Frontiers joins the celebration of everything rogue-y on Steam with a 35% discount, improved carrier meta, better ship dry dock UI and improvements to the recently added auto battle option in crew combat. Thanks to everyone in the community for posting feedback and suggestions! Check out the full details below --

What’s the latest on Cyber Knights?

(https://cdn.cloudflare.steamstatic.com/steam/apps/1021210/header.jpg)

We're recently back from Cyber Knights: Flashpoint’s demo stint on the floor at PAX East where we joined the PAX Rising showcase, a group of 12 indie dev's hand picked by the Penny Arcade team. With that exciting show behind us, we're back to the private alpha test for our 1,000+ Kickstarter backers and back on the long march to release on Steam. So, cyberpunk heist RPG lovers -- make sure you’ve wishlisted (and
followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


Craft Meta Shift
With Update #294, we have removed the original (and confusing) rule that Skill points from Wing Jobs that involved getting into a craft -- such as Wing Leader, Bomber, Commado and Saboteur -- did not count toward the Skill pools to operate and run your capital ship. While this had some merit in the game's meta and balance, it is overly complicated especially in the case for Officers or Wing Bomber's Tactics Skill. With Update #294, we've removed the rule which is a net positive for carrier crew and craft -- the Skills of your craft pilots contribute to Ship pools like everyone else.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/aab8359b3f12585ee1b0fc522ef2bedde86d4396.jpg)

Better Dry Dock
When previewing a ship in Dry Dock or looking to install a new component within the ship starport, a ship now correctly displays its bonuses stack like +Accuracy %, +Escape Dice, etc. This is especially helpful when shopping for ships to get a clear idea of what types of bonuses are coming out of the gate with the hull and its default components.

We also fixed one reported crash while selling ships. Thanks to everyone reporting bugs!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/b34498e49f0dae21d63604c0c42e20880e1ff1e8.jpg)


Auto-Battle Fixes
A big thanks to everyone sharing feedback and posting bugs on the new Auto-Battle feature. We've now resolved the one class of bug that was reported -- that various movement Talents could feasibly move your own squad into the enemy ranks and just .... mess *everything* up! With this fix in #294, everything is looking clean for Auto-Battle to ride into the sunset and slay endless enemy combat crews!

Hideout Clarification
We've provided a much needed clarification to the Smuggler's "Hideout" Talent with this update -- specifically that this Talent only protects mission packages, prisoners and passengers and not regular cargo from search and seizure. Based on the discussion around this clarification, we've started looking into how we could add some of the other possibility -- hidden smuggler compartments -- that would actually hide illegal *cargo* from search and seizure. We'd love to hear you thoughts on this one!

v3.2.39 - 5/2/2022
- Boost for Carrier-meta: all Wing Jobs (Leader, Bomber, Commando, Saboteur, Tech) now contribute their skill pools normally to ship
- Ship Upgrade and Ship Dry Dock now correctly lists bonuses like +Accuracy and +Escape
- Fixed Auto-Battle issue with Talents moving your team forward or backward would push them into enemy lines
- Clarified description of Smuggler's "Hideout" Talent to be clear -- only protects mission items
- Fixed bugs with some modal dialogs crashing on double click
- Fixes issues with crash reporting


Title: Re: Star Traders: Frontiers
Post by: Asid on May 16, 2022, 09:52:23 PM
Update #295: Navigating the Void
Mon, 16 May 2022

Improved tools for your navigation officers to plot routes through the void for missions, contacts and cargo

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/cd209fa2dc99d5ace9a7e13dcaed57b9a534e470.jpg)

Update #295 focuses solely on UI improvements around a big part of any Star Traders job -- plotting routes through the void, from one quadrant to the next, sometimes running missions, sometimes seeking grav services and sometimes hunting deals on cargo.

These improvements all stem directly from requests here on the Steam boards, so thank you for posting them. Also, a big thanks goes out to everyone helping us share the game, leave a review or tell a friend.

The Hunna Snakes Rule!
challenge is in mid swing this month, so if you're looking for a new way to play and experience the void, this is a great way to test your limits --
Read on: https://steamcommunity.com/games/335620/announcements/detail/3225151657954943656
Title: Re: Star Traders: Frontiers
Post by: Asid on June 21, 2022, 11:08:29 AM
Update #298: Who You Know?
Mon, 20 June 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/efe495778eaa95deb51a64008e63c389c3d9a362.jpg)

Adding 4 new starting Contacts with awesome service and melee recruitment mix

Stemming from an excellent conversation on the Steam forums, Update #298 adds 4 new starting Contacts to help balance out the mix of starting Contact recruits and services. With these 4 new starting options, we've also addressed a number of requests and bugs posted by the community in the last week -- all rolling up into an exciting new release.

A huge thanks goes out to everyone posting on the Steam forums, sharing the game and leaving reviews. Your time and effort helps us keep developing and improving Star Traders: Frontiers as we near an exciting Update #300.

4 New Starting Contacts
Four new unlockable Contacts have been added with Update #298, adding more options for key servicesl like Combat Armor and filling in missing melee recruit options. If you dislike playing with unlocks, keep in mind that you can just play the modded version without any mods and skip unlocks altogether.

The Palace Guard (unlocked by Wraithful Corsair) is charged with defending palace visitors, royals and diplomats and can recruit Bodyguards, offer Introductions and has connections both for Edicts and Military Rank.

Cruising the underground with a pack of ruffians and an eager blade, the Smuggler Rover (unlocked by Salvage Contractor) is likely to rob those they don't respect. If you can earn their respect, they recruit Blade Dancers, offer the Black Market, sell Rare Trade Goods, and have some connections above-the-shadows that allow them to offer low level Permits.

Trained at the academy and hardened in fleet service, the Naval Doctor (unlocked by Pit Fighter V) has returned from their tour of duty and now works within the grav military. They can recruit Combat Medics, SellsArmor, Buy Intel and offer Military Rank as well.

The Retired Blademaster (unlocked by Master Adventurer) was once a deadly duelist or a revered Blade Dancer. Now, retired to their residence or school, eager fighters come to train at their feet or to hear the tales of their warrior days. The Retired Blademaster can recruit Swordsman, Sell Weapons and has their ear to th ground for Recruit Rumors.


Quality Updates
With Update #298, we've also ensured completed a few more tasks for the community:

    Hitting ESC and then clicking to go to the Main Menu always works, it only worked sometimes before
    The Hunna and Templar factions are always visible in the faction list
    The new Caliga Vindex (if you buy a new one!) has a better setup with the correct number of officer cabins.
    Fixed position of engine burner for some ships during Hyperwarp jumps -- we appreciate the reports!


v3.2.47 - 6/21/2022
- Added 4 new unlockable Starting Contacts
- Palace Guard (unlock Wraithful Corsair) recruits Bodyguards, offers Introductions, Discounts Fuel, Rank, Edict
- Smuggler Rover (unlock Salvage Contractor) recruits Blade Dancers, Black Market, Rare Trade Goods, Permit
- Naval Doctor (unlock Pit Fighter V) recruits Combat Medics, Sells Armor, Buys Intel, Rank
- Retired Blademaster (unlock Master Adventurer) recruits Swordsman, Sells Weapons, Recruit Rumors
- Hunna and Templar factions are now always shown in faction list
- Fixed issue with ESC > Quit to Main Menu not working in ship or crew combat sometimes
- Repositioned engine burners for some ships, including Longbolt, during Hyperwarp jumps
- Fixed too many Officer Cabins on Caliga Vindex
Title: Re: Star Traders: Frontiers
Post by: Asid on June 26, 2022, 07:29:34 PM
Save 50% on Summer Sale + Update #299: Carrier Update
Sun, 26 June 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/fa97b9459bb6ff37d9a36a917b523d6df1f29fac.jpg)


Summer Sale! And new starting carrier comes with Interdictor + Bomber, new Spice Hall Presser Contact type and more

It is a hot time of the year for sales, so sit down in the cool captain's chair in your air-conditioned bridge (you bought the AC upgrade, right?) and command your ship and crew across the icy void. Come one, come all, join us in Star Traders: Frontiers for the Steam Summer Sale. This is the best price you'll see
until Cyber Knight's: Flashpoint launches, so don't miss this one.

Update #299 is a major carrier update, releasing the first and only starting carrier, the mighty Shizari Huntress. This also opens the door for modders to add their own starting carriers if they please. We've also added a new contact, improved the orbital UI to make spotting Contact's easier and fixed a small pile of other things suggested by community members.

If you're enjoy the game, the pace of updates and all the free (299 updates ... no DLC ... wut?) updates, please remember to share the game with a friend and leave a review!

Our upcoming heist RPG is on the way!

(https://cdn.akamai.steamstatic.com/steam/apps/1021210/header.jpg)

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Right now ~1,000 of the Kickstarter backers for Cyber Knights: Flashpoint have access to the game’s private alpha and are giving us great feedback as the game gets closer to Early Access. We also have some public demos on our roadmap for events coming up this fall. Make sure you’ve wishlisted and followed Cyber Knights for news and a special discount when it’s released!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/797fbd195b16ff8985ca9d2b9a3e69fd3d77c612.jpg)


Starting Carrier
When setting up a new captain, you can now start your game directly with the Shizari Huntress, a light-service carrier that bristles with long range weaponry as well as auto-cannons to augment its launch bay and dual hangar bays. This new priority (A) ship requires the challenging "Hunt the Hunter" unlock (or, you can play the modded version of the game without mods to skip unlocks entirely) but comes with an extra $60,000 of valuable craft installed in its hangars. The default configuration is a Wing Leader flying a Interdictor and a Wing Bomber flying a Bomber.

For modders, ship components have also gained a new field "defaultCraft" which can be used to indicate what craft a component should slot when its being used for a starting ship, and the matching crew will join the ship as well.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/249ce5516843a70216285eabdb39ca13fdff042e.jpg)

Spice Hall Presser
Hanging around the spice hall, the presser is an unforgiving type of Contact, rounding up potential Pilots and helping them find their way to a captain who needs more hands. The Presser offers Pilot recruits, discounts on Spice and direct access to the Black Market. With the 4 new Contact types added in the last update, this latest push has greatly expanded the ability to get access to all the different recruit types you might need directly from Contacts, where the highest recruit levels and best Attribute bonuses are available.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/5bf059b3e7de637e8d6261a52f6134845e51b01a.jpg)

Contact Hover
When visiting a system's orbit screen, you can now hover over the Contacts icon over either of the zones to see exactly which Contacts are there. This can be especially useful on systems with 2 zones and multiple Contacts to avoid landing at the wrong spot.

More Fixes
As usual, we've got a pile of other fixes thanks to everyone posting daily here on the Steam forums:

    Resolved the text overruns that were showing up on some resolutions for the new starting Contacts added in #298.
    Fixed an unlock image for Specialty Acquisitions which was actually a ship but just showed a big ?.
    Improved the screen flow for selling Intel / Scientific Intel to match other Contact services (subscreen closes on use).
    Adjusted more engine burners to be bettered centered.
    Improved spawn rates for 4 new Contact types added in Update #298.


v3.2.49 - 6/25/2022
- Added new starting carrier ship Shizari Huntress (unlock "Hunt the Hunter") to (A) priority
- Light service carrier packs long range weaponry, auto-cannons and dual hangars
- Added new Contact type "Spice Hall Presser" who recruits pilots, offers spice discounts and Black Market access
- Contact hovers in system orbit screen list all Contacts by type and name
- Fixed text overruns for new Starting Contacts on some screen resolutions
- Fixed missing unlock image for Specialty Acquisitions
- Screen flow when selling Intel or Scientific Intel to Contacts matches pattern for all services
- Adjusted visual engine burners for Galtak and other ships during Hyperwarp jumps

-50%  £11.39  £5.69

Title: Re: Star Traders: Frontiers
Post by: Asid on August 26, 2022, 12:01:25 AM
Update #301: Trader of Record
Thu, 25 August 2022

(https://cdn.akamai.steamstatic.com/steam/apps/335620/ss_703d5c66abe57fe6633439b79c9ad16ae7ae8fb1.jpg)

Rack up some huge profits with new trader and black market scores, visit new beautiful locales

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/f53021ce17138b884ed04563a9a91ce7a0d3073d.jpg)


Update #301 follows closely on the release of Wing Commando profession to fix 2 small bugs with the new Captain job as well as adding 6 new fun and competitive scores tracking your skill as a trader, a new option for easier play on laptops and PC tablets and 6 new art backgrounds for wilderness zones to make your time out of the void even more beautiful.

Our upcoming heist RPG is on the way!
Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.

Cyber Knights: Flashpoint
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint

(https://cdn.akamai.steamstatic.com/steam/apps/1021210/header.jpg)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/5bd1c0022a3e9901444261502402e413a2932a2c.png)


New Exchange and Black Market Scores
With Update #301, we're prepping for an upcoming community challenge and so added 6 new exciting scores for traders and smugglers. Your Captain Scores page will now report on the number of trades you made in the Exchange and Black Market that were up to the $50,000 and $500,000 thresholds in value. Rack up a couple of those and feel like a rich any mighty trader.

In addition, the game is now tracking the value of your highest value trade in both Exchange and Black Market. Bragging rights activated -- make some hard earned credits and post up your scores!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/91dc6b5397da474ba7cc45ec973050ec219eea67.jpg)

Touch Screens Option
For those players who have a touchscreen where right click is not easily accessible -- such as those using Microsoft Surface, ultrabooks, or PC tablets -- we've now added a new option to make the game easier to run with only a touchscreen. In the options menu, you can enable "Touch Screen" option and then make sure that the "Touch to Navigate" option is set and you should be able to play with a stylus or a finger more easily.

Mountains, Wild and Remote
Update #301 adds another 6 new wilderness backgrounds for dangerous and remote environments -- desolate deserts, forgotten jungle clearings and towering mountain ranges. As you travel and explore the void, enjoy the new views.

Wing Commando Fixes
Wing Commando profession launched with a few small bugs! Sometimes, they were not allowed to take command of a shuttle and the game just kept insinuating that they lacked the training to handle the high g-force. Insulting! Now fixed.

Also, the Attributes from the Profession Trait were wrong, now also fixed!

v3.3.3 - 8/25/2022
- Added 6 new environment backgrounds for remote wilderness
- Added new Captain Scores to track highest value Exchange and Black Market trades of your career
- Added new Captain Scores to track Exchange and Black Market trades over $50K and $500K
- Added new option "Touch Screen" for desktop platforms with touch screens (Surface, etc)
- Fixed bug preventing Wing Commando from being put into a shuttle
- Fixed wrong Attributes for Wing Commando's Traits

Title: Re: Star Traders: Frontiers
Post by: Asid on October 19, 2022, 11:34:04 PM
Update #303: Patchwork
Wed, 19 October 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/9d5b88ca8037d9ab802320d6e7a42b8c7d234ff1.jpg)


Warming up with a small patch: new environmental artwork and tweaking Contact rules for better simulation

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/93361d1ecc5698e521da72be975cb1f58812d294.jpg)

After a short break, we're back warming up the update train with Update #303 Patchwork. With a new environmental artboard and some adjustments to the Contact simulation, this minor patch gets things moving again with more to come.

The last community challenge -- Merchant Mogul -- has wrapped up and the team is prepping the next exciting chapter of those challenges, so stay tuned.

Thanks to everyone for the on-going support, sharing feedback and sharing the game!

New Art Board
We've added a new planetary artboard for the icy vastness of iceworld outposts. We've also tweaked and adjusted some of the recently added artboards for color and improved cropping.

Starting Contact Influences
WIth this update, we've tuned a number of Contact starting points for the betterment of the Contact ecosystem. The Retired Bodyguard and Racketeer Contacts have both had their starting Influence values reduced and their action pattern adjusted so that they are better at building Influence over time. On the other hand, we have increased the starting Influence for all Templar Contacts, including the Templar Militant, and also applied an additional Templar-only rule that slows their Influence pace changes, to reflect their Zendu ways.

v3.3.7 - 10/18/2022
- Added new 'Ice Outpost' planet artwork
- Fixed bug with 'Zendu Lineage' Trait
- Adjustment base influence for "Retired Bodyguard" & "Racketeer"
- Revised influence equations for Templar / Templar Militant

Title: Re: Star Traders: Frontiers
Post by: Asid on November 05, 2022, 11:20:53 PM
Update #304: Sensor Array Seeking
Fri, 4 November 2022


New garden world outpost artwork, multiple new rank 5 components, ship repricing

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/473bbc6a93a2ae711a27bbbea437a2e93e82c14f.jpg)
As Update #304 installs itself into your local starport with some important component rebalances and a host of new high-level components to shop, we're also excited to share the November community challenge - it's a Pirate's Life (For Me!)
https://steamcommunity.com/games/335620/announcements/detail/3376037401308938451


Check out the full details of the update below and a huge thanks to everyone sharing the game, leaving a review and posting feedback and suggestions onto the Steam boards.

Our upcoming heist RPG is on the way!

(https://cdn.cloudflare.steamstatic.com/steam/apps/1021210/header.jpg)

Right now ~1,000 of the Kickstarter backers for Cyber Knights: Flashpoint have access to the game’s private alpha and are giving us great feedback as the game gets closer to Early Access. We also have some public demos on our roadmap for events coming up this fall. Make sure you’ve wishlisted and followed Cyber Knights for news and a special discount when it’s released!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


New Garden Outposts
The worlds of the Star Traders scattered across the quadrants are many, and we're excited to add two more art boards for landing zones to Garden world outposts.

Sensor Arrays Rebalances and Gain Lvl 5
With Update #304, we've revisited the catalog of Sensor Arrays and made some adjustments to ensure their progression is clearly expressed. Sensor Arrays provide more consistent bonuses across their progression from rank 1 to 4 and their installation and repair times are also correctly aligned with other small slot components.

In addition, a new 5th rank Sensor Array 5 has come online granting best in class Navigation and attack bonuses as well as and matched Electronics with Sensor Array 4.

The requirements for starports that can install Signature Dampeners have also been increased a bit as part of this rebalance.


Orbital Scoop 5
The estimates for all Orbital Scoop components were slightly too high and have been adjusted for this update. This should help prevent players from expecting more during fuel returned during Orbital operations. A good thing, now there is an Orbital Scoop 5 component that can provide the best in class scooping for your reduced fuel cost. Install a few of these for free ops!

Small Slot Medical Options
A new small slot Advanced Medical Chamber has joined the family and offers a superior +3 Medical Rating though it comes with neither Armor nor Shielding bonuses. The Shielded Medical Chamber now adds +2 Jump Cost to help keep it balanced within the small slot medical component options and keep it fairly weighted against the Reinforced Medical Chamber.


Advanced Hangar
In another win of a long run of wins for carriers, the Advanced Hangar Bay is now for sale in Thulun starports across the galaxy. Built for those captains looking to take an aggressive stance, the Advance Hangar Bay provides a place for a craft, bonus fuel and aggressive bonuses against enemy craft.

Ship Repricing
With the changes to components and all the adjustments to costs over the last few months, we've taken a moment to correct some ship prices. The Caliga Vindex has been raised to $2.1m credits and the Shizari Huntress has gained a much needed bump to $1.2m. These changes match up to the components installed on the hulls and ensure prize ship and resale prices provide fair values in the starport market.

v3.3.9 - 11/3/2022
- Added two new "Valley View" Garden World outpost images
- Added new component "Advanced Medical Chamber" (Size 1)
- Added new component "Sensor Array 5" (Size 1)
- Added new component "Orbital Fuel Scoop 5" (Size 2)
- Added new Thulun component "Advanced Hangar Bay" (Size 2)
- Added Hyperwarp Jump Cost to 'Shielded Medical Chamber'
- Rebalanced Sensor Array 1-4
- Fixed issues with Orbital Fuel Scoop Estimates
- Adjusted ship prices for 'Caliga Vindex' and 'Shizari Huntress'

Title: Re: Star Traders: Frontiers
Post by: Asid on November 30, 2022, 11:26:00 PM
Update #305: Science to the Stars
Tue, 15 November 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/1add78460946686819d8fafcdaf1f25677c4af52.jpg)

New landing zone art work, new late-game story event with attached ship components, new unique Contact type

Welcome to Update #305, which adds new planetary artwork and a new set of late-game story events that further reward your story choices, show technological advancement in the factions and introduce unique components and Contact types.

We're also excited to share the November community challenge - it's a Pirate's Life (For Me!) - join in the fun and the silly hats!
https://steamcommunity.com/games/335620/announcements/detail/3376037401308938451


Want more Trese Brothers sci-fi?

(https://cdn.akamai.steamstatic.com/steam/apps/1021210/header.jpg)

We always love seeing how many of you have pieced together the lore of Star Traders from the stories within, and enjoy the flavor of this universe your Captain is a part of. In our next game, we’re telling a very different sci-fi story but with the same depth we bring to all our worlds. Check out the dark-future feel of our upcoming cyberpunk heist RPG, and wishlist it today!


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/aa082e294f5819846db23117ff40caaa11984ec5.jpg)

Post Consolidation / Dissension Tech Progress
On the far end of the Consolidation / Dissension Era, there is already a story event in which a specific faction -- based on your actions or inaction -- gains a new technology that enables a powerful and unique ship component. As the years grind by and you continue to ply the void, these research advances are now allowed to further progress and in time, a second story event will occur which further improves the ship component category where the faction focused their advances -- Alta Mesa on the Battle Bridges, De Valtos on ECCM Screen Matrix and Thulun on Interlocking Sensor Matrix. Each component is the pinnacle of its chain of components and worthy of their high price tag.

I'll skip further spoilers about the Era and the involved choices, but it is a new story event, ship component and even -- a new Contact type.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/086bd44f9e56eec1b6b0a9dd3e71bfce77926df4.jpg)

New Research Lead Contact
A new unique Contact will appear with the story event -- and this Research Lead has a great set of services, makes for a very powerful ally in a starport and recruits Pilots and a powerful secondary Job depending on the faction they are due to story choices. As some of the factions continue to develop their power centers around the Coalition, their research arms continue to break out ahead of the competition.

v3.3.11 - 11/24/2022
- Added new "Distant Glacier" Ice World outpost image
- Added story event post Consolidation / Dissension, further research progress for factions
- Meeting unique and powerful contact "Research Lead"
- Gain access to new high-level component based on Era choices
- Added new component: Alta Mesa stands to gain Battle Bridge 4
- Added new component: De Valtos can gain ECCM Screen Matrix 6
- Added new component: Thulun can gain Interlocking Sensor Matrix 6

Title: Re: Star Traders: Frontiers
Post by: Asid on November 30, 2022, 11:35:44 PM
Update #306: Zucho Mil
Thu, 24 November 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/c1b224f0c340266458b95519cea952e0721542ef.jpg)

New story event adds triple military alliance, raises Syndicate-House tensions, introduces new craft and orbital card

What better way to welcome a 30% off deal for Autumn Sale than to launch update #306! Yes, that's update 3-0-6. A huge thanks to the community on Steam and Discord. for all the feedback and help improving the game and welcoming new captains to the void. If you're enjoying the game and the pace of updates, please take a moment to share it with a friend and post a review!

With Update #306: Zucho Mil, we've added a new story event that will usually occur in the second half of the 3rd century AE and makes a new grade of craft available as well as adding a new orbital operation card.

What’s the latest on Cyber Knights?
Earlier this year, we launched Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With 1,000 in the game now, development pace has picked up and we’re on the long march to release on Steam, so make sure you’ve wishlisted (and
followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/5514c8de68c136c513fd03b132af576735c76ae3.jpg)


Zucho Mil-Accords & Grade 8 Craft
Following on other major Trade Alliance events, the Zucho Mil-Accords features a triple military Alliance event and usher in an era of grade 8 craft. These most powerful new craft to hit starports are available through Syndicate channels only as these factions harden their stance against the Great Houses and Clans late in the third century AE.

Visit De Valtos for the newest Frostburn VX6 interdictor, Cadar with the Poseidon heavy bomber and Rychart with the Swordbreaker XV shuttle for daring boarding operations.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/c54f703af716fcd4c583443ab291029f288f1ccf.jpg)


New Risks Arise in Orbital
Late in the third century, it becomes more and more common for the factions to illegally deploy anti-ship mines in orbit to prevent piracy, protect salvage sites and try to ward off spies. Even those valiant militants patrolling to protect the void are at risk. The most famous of all types is the Zucho Anti-Ship Mine which begin to appear after the triple Alliance during certain types of Rumors including Terrox and Jyeeta Xeno rumors, Pirate and Solar War Conflicts.

In additional, some types of Rumors -- both good and bad -- have become less likely to be ended early during Conflicts. The chance of any card that reduces Rumor duration such as Salvage or Blockade of cards that can reduce Salvage and Quarantine Rumors is now reduced during Conflicts.

We've also addressed the recently reported crashes so a huge thanks goes out to everyone helping surface these issues.

v3.3.13 - 11/23/2022
- Added new story event -- Syndicate Zucho Mil-Accord -- which creates a triple military Alliance and releases grade 8 craft
- New Interdictor: Frostburn VX6 (grade 8; De Valtos)
- New Shuttle: Swordbreaker XV (grade 8; Rychart)
- New Bomber: Poseidon Heavy (grade 8; Cadar)
- After Zucho Mil-Accord, Zucho Anti-Ship Mines appear as Orbital Risks during Xeno, Jyeeta, Pirate and Syndicate Wars
- During Conflicts Orbital Rumors will draw 50% fewer Rumor Duration Reduction cards
- Minor performance improvements, fixed reported typos & crashes

Title: Re: Star Traders: Frontiers
Post by: Asid on November 30, 2022, 11:38:38 PM
Update #307: Far From Home
Wed, 30 November 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/6b2e9d81103a639d8be1901f3b42ebbbaf7fa045.jpg)

New positive Trait Orbital Salvage card, rebalanced ship Meshes, Weaves, Coatings, rebalanced Water-Fuel Reclamation 4

Update #307 follows on the Zucho Mil-Accords with an addititional positive Trait reward card for Salvaging, updated rules for all Trait cards from Salvaging, rebalances to key components like Water-Fuel Reclamation and a new useful bonus for all Meshes, Weaves and Coating ship components.

Thanks to everyone sharing the game, posting to the forums and leaving a review as we drop this newest update.

Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.


Extended Pirate's Life Challenge
We've been thrilled by the number of captains jumping into the Pirate's Life Challenge and have decided to extend it through January of 2023. To keep it spicey and dicey, we've added two new wrinkles for you to try out if you want to -- or just play it under the original challenge rules!

    Be a pirate against only a single faction. Pick one and be merciless.
    Be a pirate against everyone. Be an indie pirate and go after every faction. How will you make it when everyone is turned against you?

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/c6dba6b56a8f69a203e7ca599d8599be0976cc55.png)


New Salvage Card: Far From Home
A new +5 Salvage card has appeared in Update #307, the "Far From Home" card grants a rare chance to gain a positive Trait from a short list of Traits that all improve Death Save, such as Durable, Lucky, Revenant and Life-Spark.

Also, for all other cards that add Traits, we have improved the rules for how they seek and find crew to give those Traits to as well as ensuring that in the case that Traits can't be granted (everyone has all the Traits!) then large XP bonuses are granted instead and the result text is more clear.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/3652c84fb4a6e4b6b3b7b51ccac2f6791f2432d6.jpg)


Coating, Weaves and Meshes
With Update #307, we've improved the position in the meta for 3 wide categories of ship component types: Coatings, Weaves and Meshes. These components now help buff either Radiation or Void Resistance, making them more useful to a wider variety of ships.

Water-Fuel Reclamation 4
A number of components have been repriced and rebalanced in Update #307 as we are taking a moment to sweep the ship component catalog, improve balance, pricing and progression as we prepare for future adjustments.

Water-Fuel Reclamation 4 now adds +18 more Water-Fuel (up to 48 now), costs 4 more fuel when jumping (up to 16 now) and adds +2 more Navigation skill pool (up to 4 now). It is a significantly more appealing component and a more viable step up from WFR 3 now.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/73155ab76fef8060c6cb93313f782310e231475d.jpg)


Late Era Stories
Update #307 also fixed an issue that was identified by the help of some highly experienced captains. In games with far advanced dates that had completed the final story Era, a bug introduced by modding support could prevent certain sets of new storylines from starting in the game. This bug did cover the recently added Zucho Mil-Accords and the follow-on story event we added for Consolidation / Dissension in Update #305.

We also fixed a bug with the Research Lead contact added in Update #305 to fix the useless "Special Service" to a service offering Specialist Wing Gear.

v3.3.15 - 11/30/2022
- Improved trait-granting rules for "Impactful Expedition" Orbital Card
- Added new rare trait-granting card focused on Death Save Traits (+5 Salvage Reward Card)
- Hull Coating, Weaves and Meshes now grant some Radiation & Void Resistance
- Completely Rebalanced "Water-Fuel Reclamation 4"
- Repriced & rebalanced "Ferrochromium Plating"
- Repriced & rebalanced "Iridlaentine Weave-Coating"
- Fixed dead-end "Special Service" in Research Lead Contact to be Wing Gear
- Fixed bug preventing new stories from proccing into very old saved games beyond the last Era
- Minor platform support patches, fixed report crashes & text issues

Title: Re: Star Traders: Frontiers
Post by: Asid on December 06, 2022, 11:44:16 PM
Update #308: Economics of Cloth
Tue, 6 December 2022

New Salvage gear, improved flows for clothing merchants, improved rules for Salvage Cards affecting Rumors

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/ad7fa768be091b5cf074850038f72f35ad87bfe5.jpg)

Update #308 adds 4 new pieces of gear you find in early-game Orbital Salvage and rebalances the life of the clothing merchant -- both regular Clothing and Luxury Clothing and increased the risks of Salvaging while Radiation Storms hover over the quadrant.

Thanks to everyone posting feedback, reviews and sharing the game with friends this wintery season. The Pirate's Life Community Challenge is still on-going so be sure to join up and we'll see you on the boards --


Early Game Salvage Loot
With Update #308, we've expanded the options for lootable items while Salvaging. These new items focus on survivability builds, increasing Armor, Fortitude and Initiative and are great starters but will likely be phased out by future purchases and discoveries during Salvage or stories.

The new items include the Tarbax Plate (+Armor, +Debuff Res), Penta Scale (+Armor, +Dodge, +Fortitude), Galbreth Bright (+Resilience, +Debuff Res, +Deflection) and Memret Scale (+Armor, +Init).

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/b05661e29c21ae4ccb067d205083f953d4109110.jpg)


Economics of Cloth
The life of a cloth merchant has gotten more interesting with Update #308 as the flow of both regular Clothing and Luxury Clothing has seen overhaul.

There are minor and major changes to demand and production -- Farming zones are now major producers of Clothing while Industrial and Hi-Tech Orbitals have had minor increases to Luxury Clothing production. Population and Tradeway demand for clothing has increased. The voracious Luxury Population zones want Luxury Clothing even more than before.

And there are some new vectors altogether -- Hi-Tech Orbitals no longer manufacture Clothing and Tradeways are now interested in Luxury Clothing where they were not before.

And remember, all of these demand factors are scaled by the zone's Population, so the highly populous Lux Pop zones -- so seek out those large pop worlds for the best trade triangles.

Dangerous Salvage
Salvaging under dangerous conditions -- with disastrous Radiation Storms threatening on the horizon -- has become even more risky. Now, the "Reduce Duration" card which will slash the durations of other positive Rumors in the area savagely are even more likely to appear when you have Radiation Storm Rumors in the Quadrant. This is another way that the risk in Salvaging ticks up and that the local context is even more important to your choice of when and where to take these risks.

v3.3.17 - 12/6/2022
- Economy adjustments for Clothing, Luxury Clothing to improve trade flow
- During Quadrant-wide Radiation Storms, Orbital Rumors will draw 50% more Rumor Duraction Reduction cards
- Added 4 additional early-game Salvage loot items focused on combat survivability
- New Military Gear: Tarbax Underplate
- New Relic Gear: Penta Scale
- New Medical Gears: Galbreth Bright, Memret Scaling
- Minor performance improvements, fixed reported typos & crashes


Title: Re: Star Traders: Frontiers
Post by: Asid on December 25, 2022, 12:09:17 AM
Update #309: Flashing Signals
Sat, 24 December 2022

Faster visibility into ship combat dice numbers, improved Garner Favor, more profit from Prize Ship Talents and more

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/0672b66f3e64a0bfb70f5b004da8e5e278d37c07.jpg)

Hey all, hope your quarters are cozy and your cargo holds full this season. For all our captains in the void, our gift to you is a fresh update, #309: Flashing Signals. This year, we've taken a trip through the community suggestions and feedback and cherry picked a number of great quality of life suggestions and balance improvements to help us prepare for the new year.

Thank you all for your support, feedback, posts, shares and reviews. We would not be here without all of you, so thank you, happy gaming and happy holidays!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/c6a3c218597cebce00979378b6a42d2570336396.jpg)


Inline Combat Dice Results
Update #309 follows up on a great player suggestion to include the results of the dice rolls for movement, attack and boarding rolls inline in the on-screen display for each ship combat action. While all of this data is available in longform in the ship combat log, it is very helpful and educational to be able to see the numbers for the different actions flashing by. It immediately makes it far easier to get a sense of the tip of the balance and the sudden changes that a powerful buff or critical hit can have on the dice pools.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/795c8211048443fb559c95d4ad053a8990d36b6a.jpg)

While the numbers flash by quickly, you can get the sense of the combat situation in a single series of salvos, seeing your own firing crew piling up 34+ successes on each attack and then enemy ranging from 19-28 gives you a strong sense of your own ability to land hits without having to dig through the full report of the combat log.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/97305be50fc5e886bf6ffb3e3b97aba830b4968b.jpg)


Merchant's Garner Favor
The Merchant's Garner Favor has long been a power Talent which yielded outside results rapidly -- granting a Reputation bonus up to your Negotiation Skill (!!) for a trade over $5,000. Previously, the balance on this power Talent was to cap its Rep gain once you hit positive 80 which reduces the overall usefulness of the Talent and targets it for Respec once it has outlived its usefuless.

With Update #309, Garner Favor has been rewritten to be useful more broadly. Now, featuring a 10% + Negotiation Skill chance to granting a Reputation bonus on a $5,000+ trade it no longer needs a cap and can be evergreen beneficial. In addition, the possible Reputation bonus is based on the size of the trade, with each extra $2,500 in profit yielding a potential Rep bonus point. While this can cap out around 20 Rep per trade, the low level Talent now has room to grow and be useful in the Merchant's long-term kit.

Prize Ship Talents Improvements
With Update #309, we've rebalanced Prize Ship Talents to improve their profitability. The spread of Talent results has increased allowing a wider range for more profit balanced against more Reputation damage. In all, the profit %s are up and the Reputation damage numbers are down, so Prize Ship Talents are more competitive even as we widen their results range within the set.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/a901838036b125025bd0cd29c4c62cf4b75d825b.jpg)


Ship Components Flagged
Those ship components which are faction specific now have their faction origin displayed prominently in ship status and in the starport screen when you are considering replacing components. This can help you differentiate between icons with the same component, remember which specialized components you have and generally speed up shopping and ship analysis. Thanks to the players suggestion this one!


v3.3.19 - 12/24/20222
- In Ship Combat, results of dice rolls for move, escape, boarding and attacks are shown in results
- Rebalanced Merchant's "Garner Favor" to use 10% + Negotiation chance to gain Rep Bonus, removed cap on Rep
- Improved balance and profitability of prize ship talents, wider range of results enabling high profit or no Rep loss
- Faction flags are now shown over ship components in all instances (ship status, starport ship layout, etc)
- Clarified that reductions in Hyperwarp Jump time can never exceed 50%
- Fixed crash in Auto-Battle for crew combat if character carried Sniper Rifle and trained AOE Talent
- Fixed HUD overlap issues on iOS devices with white bar

Title: Re: Star Traders: Frontiers
Post by: Asid on January 28, 2023, 03:32:57 AM
Update #310: Refueling for the Year
Fri, January 27, 2023

Quality of Life to get 2023 started, ultrawide screen support, talent fixes, ship and component adjustments

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/5866c074f02657d430072eeebe4729b42ba06551.jpg)

Captains, the spice hall is re-opening and let's get some updates in here! We took a much needed break over and after the holidays but it is time to ramp up the pace of updates again for our favorite space captain simulator.

To get things warmed back up, we're catching up on the community reports of bugs and improvement requests that came in over the last month. A nice quality of life update to kick it off!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/5de33cb5ebf426ce2656929f963f0ed86f629654.png)

Ultrawide Support (21:9)
For anyone playing on an ultrawide with a 21:9 aspect ratio, we've fixed the issues with ship combat to ensure that you get a good combat experience.

Talent Fixes
We've fixed a bug with some debuffs like Unfaltering Ire where the Talent name was appearing over a randomized enemy instead of the actual target. For all Ship Combat Talents that increased Morale, we've fixed their implementation to be sure to always heal the right number of crew (if the healing is needed) -- so the Quartermaster's Rallying Cry correctly targets up to 20 crew and heals them by their Skill.

Finally, we resolved some issues with Talents that added Plasma / FIre / Radiation Resistance working in reverse of the expected rules in some cases, where they could increase damage. This is a bug that slipped in during the upgrade to Auto-Combat so we're thankful to have it fixed now.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/227da5a2895c8f5bfeac0fe25fd4ba09a0875d3a.jpg)

Ships and Components
With this update, we've fixed the mislink of data for Interlocking Sensor Matrix 5 and 6 which resulted in them having duplicated stats. Now they are properly differentiated.

We've correctly linked the Neutiquam Cruiser to the Speciality Acquisitions achievement and lock. Remember, if you dislike playing with locks just play the modded version of the game without any mods.

And of course, thanks for reporting typos in the game and in Steam achievements -- we fixed many!

Want more Trese Brothers sci-fi?
We always love seeing how many of you have pieced together the lore of Star Traders from the stories within, and enjoy the flavor of this universe your Captain is a part of. In our next game, we’re telling a very different sci-fi story but with the same depth we bring to all our worlds. Check out the dark-future feel of our upcoming cyberpunk heist RPG, and wishlist it today!

(https://cdn.akamai.steamstatic.com/steam/apps/1021210/header.jpg)


v3.3.21 - 1/27/2022
- Improved ship combat screen for ultrawide screens (21:9 aspect ratio)
- Fixed bugs with Plasma / Fire / Radiation resistance working in reverse or using wrong type
- Fixed bug with debuffs like Unfaltering Ire printing Talent name over wrong target
- Fixed Quartermaster's "Rallying Cry" to correctly healing the right number of crew (20)
- Correctly locked Neutiquam Cruiser behind Specialty Acquisitions achievement
- Fixed Interlocking Sensor Matrix 6 having duplicate stats with ISM 5
- Fixed typos in dialog, component descriptions and Steam achievements

Title: Re: Star Traders: Frontiers
Post by: Asid on February 05, 2023, 12:03:25 AM
Update #311: Back Alley Deals
Sat, 4 February 2023

Improved Black Market for specific Rumors by reducing risks, easing access, new Initiative gear

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/2693bc4c595f4f8a4afb68f960ab2fdec0465e56.jpg)

Trade, credits, money! Trade must flow across the galaxy, even when the local Princes think they can stop it. Trade must flow even when the local law forbids it. Here, come this way -- the Black Market awaits! Update #311 is dedicated to the crossing of Rumors and the Black Market. And a new piece of +Init gear to boot!

If you like the on-going free updates to a game original shipped in 2017 or if you just think the number 311 is crazy, please take a minute to leave a review of tell a friend about our studio.


Black Market X Rumors
The Black Market is now much better connected and influenced by local zone, system and event quadrant Rumors.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/99376e880a7f37c534896f3cb80200dcbe20a371.jpg)

During rumors where illegal trade would naturally spike -- such as Pirates harassing shipping lanes or Xeno running amok in the quadrant -- Black Market confiscation of goods is reduced by 50%, making it easier to get your illegal goods to the market. For Rumors where Trade Law and all types of law would be lax -- such as Spice Festival and during the scourge of local system Xeno Rumors -- the odds of reaching the Black Market and reaching it with a high level of access are greatly increased.

Other Card Improvements
In the Black Market, we've also reduced the chance of the "Deadly Encounter" card being pulled, it was simply too heavily weighted for the mini-game. And in Salvage where the Trait Conditioning card appears, we've further increased the XP bonus if there is no character who has a Trait that can be conditioned.

New Init Gear
For those intrepid captains willing to risk salvage operations in the void, there is a new gear results possible on military salvage. The Hexbolt Injector is a rare piece of gear that can increase combat Initiative.


v3.3.25 - 2/1/2023
- During Pirate and Xeno Quadrant Rumors, Black Market confiscation risk reduced by 50%
- Reduced the chances of "Deadly Encounter" card being drawn in Black Market
- Substantially improved Black Market odds during Spice Festival, Xeno Fleet Rumors
- Increased XP bonus when Trait Conditioning Cards cannot be triggered
- New Level 5 Military Salvage Gear: Hexbolt Injector (Init Bonus Gear)
- Minor performance improvements, fixed reported typos & crashes

Title: Re: Star Traders: Frontiers
Post by: Asid on February 15, 2023, 11:29:52 PM
Save 40% and Update #312: Penta-Relics
Wed, 15 February 2023


3 new Salvage Armor Relics, colorful Contact death messages, Black Market traits card and more

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/df22fbb8efb91f7fcca14aee3ec0603896e5d35f.jpg)

Welcome new captains to the void -- everything is on sale right now and the updates, well they're free. They're always free.
Here's #312 - new Salvage Relic armor, more colorful hints in the captain's log, new Black Market card, improved Salvage Shipyard Parts and new impact for high Spice zones on Contact longevity.

If you're new to the void and have questions, the community forum our Discord are great places to get help. If you're enjoying the pace of updates, please consider telling a friend and leaving a review!


Pentaweave Armor and More
Salvaging Armor has received some major improvements with Update #312, adding both 3 new types of high-level armor that can be found via the Relic card as well as improving the overall progression of armor salvage cards - including Relic - to include fewer duplicates and present a better progression of loot chance.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/f7837d93a308179f892f50530d976c72d1967e17.jpg)

Contact Life & Death
... "killed by faction assassins" ... "killed in a suspicious accident" -- the Captain's log entries detailing the death of a Contact now include colorful descriptions giving some clues to the Contact actions and direct causes that might be behind their demise -- faction infighting, questionable accidents and outright assassinations!

For those lucky Contacts who reside on zones where the Spice Rating is high, such opportunity to access such a rich spice flow can increase their longevity and help them live longer natural lives.

Backroom Deals - Traits!
The new Backroom Deals card that can appear in the Black Market has the opportunity to add new sneaky and conniving Traits to your criminal records, helping further develop your crew based on your actions. Traits like Discreet, Fearless and Menacing are some of the possible results from this card.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/75b9119d81f59d06b9900a81332c7a25deafc261.jpg)

Shipyard Parts Salvage
If you hit the Shipyard Parts card during Salvage, the resulting stashes are larger and with more varied results between capital ship components, weaponry and small craft components which will make your life as a merchant perhaps more interesting but also more profitable if you can find the right outlets to sell.

v3.3.27 - 2/15/2023
- New Relic Armor (Level 9) : Pentaweave Mesh, Ranger Nine-Plate, Razorbright Stealth
- Improved behavior of Armor Relic Salvage Card (better filter, less duplicates)
- Improved Stash generation logic for "Shipyard Parts" salvage card (larger, more interesting stashes)
- New Black Market card that generates sneaky Traits (Discreet, Fearless, Menacing)
- Contacts on zones with higher Spice Rating live longer
- Added colorful "death reason" to Logs for Contacts that died in Faction violence

Title: Re: Star Traders: Frontiers
Post by: Asid on May 08, 2023, 09:51:55 PM
Update #316: Hunters of the Deep
Mon, 8 May 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30817993/03ddfec441c281abbb4b4596adaed5e5bcab1188.jpg)

New enemy captains + ship combos, improved Xeno ship build variations, new gear, new Contact death logs

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/e798c2df7501e63700f8c4d627d6b4375112e3de.jpg)

It's Update #316 with some new deadly enemy captain + ship combos, a new round of variations to how Xeno will build their ships, new gear and even better Contact death logs. The pre-Summer scramble has dragged our usual update schedule a bit, but we're excited to be getting back to the update roadmap here!

If you are enjoying the pace of updates and new free content, be sure to drop a review and post some feedback! We're always here and listening.


New AI Captains in Dangerous Ships
Newly trained captain AI have taken command of some powerful ships -- the Dreadnought Battlecruiser and the Shizari Huntress. These new enemy challengers will show up in the later stages of the game and their captain's have new upgrade plans for them to ensure they are as threatening as they sound. If you encounter such a ship in the void, be sure to check your scopes, consider your options and choose wisely.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/3395ea6c3a0705cbc3b96174674760f7d638b00c.png)


Xeno Variety
In this update, we've spent some hours digging into the rules and decisions by which Terrox and Jyeeta Xeno build their ships. It was a good opportunity to check the systems against current human AI as well as the latest technologies available to you, the human Star Traders. This review has led to some exciting improvements that should help create a wider variety of xeno ships including a better mix of weaponry and defensive components.


New Gear, More Available Deathward
With Update #316, we've added 2 new high level pieces of gear - the Edgebane Tincture and the Bexian Synthserum. Respectively at level 8 and 9, these are not likely to be easy to find and will require multiple runs into high risk Orbital Salvage operations to turn them up.

Also, the Zendu Deathward has bee reduced in level from 10 to 8 in order to make it appear more frequently in Salvage loot drops.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//30817993/2a98fc46c4ee4c0acfc85f1cfe86e6b04ff5202b.jpg)


Contact Death Rules and Logs
Some new rules have been added to extend Contact's lifespans on worlds with either high Spice rating or high Military Rating. For those on high Spice rating worlds, the natural lifespan has been extended even farther. For those on high military worlds, they have gained a higher chance to be able to resist an attempt by an enemy Contact to have them killed by assassins.

In addition, we've increased the variety and clarity of the death reasons that are included in Contact's death log, specifically if they were killed by some kind of violence or faction violence. We hope you enjoy these tidbits of information which can offer glimpses into the game's simulation as well as provide key details to your story as you sail the galaxy.

v3.3.39 - 5/8/2023
- Newly trained AIs using Dreadnought Battlecarrier, Caliga Vindex and Shizari Huntress
- Reduced 'Zendu Deathward' Gear from Level 10 to Level 8 (more frequent drops)
- New level 8 Gear 'Edgebane Tincture'
- New level 9 Gear 'Bexian Synthserum'
- Revised some aspects of Xeno Ship Combat AI to add variety
- Contacts on zones with higher Spice Rating live even longer
- Contacts on zones with higher Military Rating more resistant to Assassins
- Added more descriptive "death reason" to Logs for Contacts that died in Faction violence
- Fixed a bunch of reported crashes, thanks for sending those

Title: Re: Star Traders: Frontiers
Post by: Asid on May 14, 2023, 04:09:33 PM
Update #317: Battlecarriers in the 9000s
Sun, 14 May 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/7746d65153381ec45bff4961a831398376c53c09.jpg)

A new Mass 9000 Battlecarrier, rebalanced Autocannons, new xeno autocannons, new Orbital Salvage card

It's Update #317 with a new Mass 9000 ship, autocannon rebalances, new Oribtal Salvage card (watch out!) and more. Starports all across the galaxy have started on hulls for the new Acheron Battlecarrier, so start saving, captains.

A huge thanks goes out to all of the community members posting on the forum, helping new players, and sharing their thoughts in reviews. We're excited to keep Star Traders: Frontiers growing with new content and additions, so you're loving the 300+ free updates be sure to drop a review and tell a friend.


New 9000 Mass Battlecarrier
The Acheron Battlecarrier is a sprawling ship weighing in at 9000 Mass and kitted out as a battle-hardened carrier perfect for taking on Jyeeta xeno carriers head-to-head. It boasts best-in-class maximum craft defense at 78% and a unusual slot configuration that preferences Small (15) and Large (8) sized slots over medium (8). With 7 officers and 42 crew, it can sustain 5 craft and is a new contender in the most expensive and largest weight class for ships.

We'll keep the Acheron in player's only hands for a bit and shake out any balance issues before considering letting high level captains on high difficulty take this thing for a spin!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/10130e5829c79fca9c0d75de6bfbabc6d537dbe9.jpg)


M101 Autocannon Update & Xeno Autocannon
We've applied a fix to bring the venerable M101 Tracker Cannon up to the level it needs to be to stay competitive with other autocannons, granting it a +3% Craft Defense.

On the enemy's side, the L2 Terrox Xeno Autocannon has also gained a +3% Craft Defense, making their close-in short range ships more challenging to fight with carriers. The miasmatic death haze that floats close to the hull of the Terrox Spines makes it hellish for any wing pilot to come that close to the hull!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//30817993/fa53599a72254044e5f7a8493f06e88d86d26a48.jpg)


New Salvage Card and Updated Weights
A new "Reactor Accident" card has been added to Orbital Salvage with a nasty -5 weighting. Take your time considering if you want to prioritize knocking this card out of the hand because it can leave your engine in a bad way, which can both cause heightened combat risk as you limp back for repairs and a hefty repair bill to boot.

We've increased the weight of the "Web of Conspiracy" card, fully doubling it, as the card has so many cool permutations and after-effects that are great in the galactic simulation.


AI Captain + Crew Build Improvements
With Update #317, we've tweaked the appearance rates for the Caliga Vindex and Shizari Huntress to make them less common opponents. We've also fixed a longstanding bug that was allowing the AI to promote too many officers on the Caliga Vindex for an unfair advantage.

v3.3.41 - 5/13/2023
- New 9000 Mass Battlecarrier, the Acheron
- Balanced "M101 Tracker Cannon" adding +7% Craft Defense
- L2 Xeno Autocannon adds "Miasmatic Death Haze" granting +3% Craft Defense
- Added a new "Reactor Accident" Salvage Result Card (-5)
- The "Web of Conspiracy" Card is now twice as common (because it is fun)
- Reduced chance of Caliga Vindex and Shizari Huntress enemies spawning
- Fixed too many enemy officers spawning on Caliga Vindex
- Fixed performance issues on huge maps with large numbers of living Contacts


Title: Re: Star Traders: Frontiers
Post by: Asid on July 04, 2023, 12:43:46 AM
Save 50% + Update #320: Medical Mastery
Sun, 2 July 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/335620/ss_7b2d6f6fde105ab7e6021db757e58baef9130a23.jpg)

Added 2 new rank 15 medical profession Talents, improved anti-weapon ship board rules, fixed Pit Fighter V storyline bug

(https://clan.cloudflare.steamstatic.com/images//30817993/0a704eb904fb1a180e272fe824decc49c2bc1198.jpg)

Update #320 comes along with the Steam Summer Sale and the best discount of the year. Save 50% to step onto the bridge of your own Star Trader's vessel and ply the void, to serve the factions, seek your fortune or plot your own course. With this latest update, we've added 2 new rank 15 Talents for the esteemed medical jobs - Combat Medic and Doctor. We've also tuned up the rule set around anti-weapon ship boarding Talents, fixed some bugs with character cosmetics and some issues that could occur in 2 of the 5 branches of the Pit Fighter V storyline.

If you're enjoying the updates, be sure to tell a friend and leave a review!

What’s the latest on Cyber Knights?
Throughout the last year, we’ve been running Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With a demo posted up for Steam Next Fest still freely available to play, development is continuing at a high pace and we are layering on polish as we marching to the launch pad to release to Steam Early Access, so make sure you’ve wishlisted (and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.

(https://clan.cloudflare.steamstatic.com/images//30817993/080de84ed67ef6691393bb0eab83c59d0f2a1173.jpg)


Rank 15 Medical Professions

(https://clan.cloudflare.steamstatic.com/images//30817993/d3a7ab062bc2cbc3a6deda6c5c626c9a0bf7dd53.jpg)


Improved Anti-Weapon Boarding
We've improved the rules for boarding victory Talents that specifically target and disable enemy ship weapons. If these Talents are unable to target at least one weapon to destroy -- usually because the ship's weapons are already offline -- then they will refuse to active, won't go on cooldown and will not consume one of your 2 boarding talent slots.

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Pit Fighter V Storyline Fix
Thanks to everyone reporting errant issues within the game's many storylines. With this Update, we've fixed a bug in one of the five possible branches you can hit in the Pit Fighter V storyline -- all depending on who hates you the most -- which could lead to early expiration of the rest of the missions. If it was Char's agents, then you might end up in a horrible unfair rush to reach the fourth and final round.

In a follow-up to last update's new character outfits, we've fixed some issues with hats and helmets not interacting with other choices correctly.


v3.3.47 - 7/2/2023
- New Rank 15 Doctor Talent: Medical Reset
- New Rank 15 Combat Medic Talent: Flechette Rounds
- Fixed issue with "Disarming Sabotage" and "Behind Enemy Lines" firing without functioning enemy weapons to target
- Fixed issues with most recently added flight helmet and full helmet
- Fixed bug in Pit Fighter V storyline if attacked by Char's agents, could expire too early

Title: Re: Star Traders: Frontiers
Post by: Asid on August 11, 2023, 12:29:11 AM
Update #324: Orbital Disaster Strikes!
Thu, 10 August 2023

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Orbital Disasters harm local contacts, adjusted Rumor rules for Early Coalition Era, buffed 4 crew gear

It's Update #324! Not quite an orbital disaster but it sounds pretty cool. We've got some awesome improvements, tuning and fixes in this update as well as a reminder about the 5 year anniversary stream too. So -- if you like the pace of updates, please tell a friend, post some feedback and be sure to leave a review!

5 Year Celebration Reminder!
Time flies like a starship, Captains. This month we're celebrating 5 years of Star Traders: Frontiers!

Mark your calendars for TONIGHT, August 10th, 9pm EDT. We'll be live on Twitch with the Trese Brothers (including a special appearance from youngest brother Martin!) for a community hang-out and celebration stream on Twitch: https://twitch.tv/TreseBrothers

What’s the latest on Cyber Knights?

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Throughout the last year, we’ve been running Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. Now, with a live demo up on the Steam page, we're cranking up to finishing pace and we’re marching toward the Q4 launch pad to release to Steam Early Access, so make sure you’ve wishlisted (andfollowed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.


Orbital Disaster
When different types of Salvage Rumors start on a system, the local Contacts can gain or lose Influence. Orbital Salvage Rumors that can cause Influence bonuses include those like Orbital Constructions, Abandoned Military Station and others. We have now pushed Orbital Disaster Salvage Rumor correctly into the camp that harm local Contact Influence - a good change to help keep the simulation fair and clear, especially as this is a Rumor that can be bought by aggressive Contacts on their action.


Early UCF Rumors Peace
We have added a rule change to the simulation to further improve the dynamics of the interstellar Rumors during the Early Coalition Era when Contacts attempt to create damaging Rumors. In the simulation in general -- when taking their action, Contacts can attempt to purchase damaging Rumors against other Contacts they hate (example -- Aetaan Char is in the simulation attempting to Civil Unrest the Faen homeworld due to her extreme hatred).

During the Early Coalition Era, there is now a voting mechanism where other Contacts may deny the Rumor action after it has already been paid for. This results in the Rumor not being created and the aggressive Contact losing the Influence they put on the table for the action in the first place. This helps create a relative but fragile time of peace during the Early Coalition Era.

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Gear Buffs
Two sets of combat gear -- the Paladin's Chain and Watchdog Whisper -- both have gained buffs to their stats to help push them more into the forefront of their respective categories. In addition, we've added to the respective Attribute bonuses for the Wing gear GAATSO Interlink and Vrax Harness, as it always helps for your Wing pilots to have slightly sharper Attributes along with their Wing-focused traits, gear and Talents.

(https://clan.cloudflare.steamstatic.com/images//30817993/60fc3d5da7aeec50ea16d87ad0301bd1bc6198db.png)

More Xeno Protections
We're on a bit of a rip making sure xeno don't slaughter early game captains unfairly. We've added another round of protections to prevent xeno rumors from being generated in certain ways that were letting them slip past the existing filter. Even less xeno Rumors should escape the lab in the early game but they are really hard to keep locked up -- so you might still see some!

Other Fixes
We've adjusted the weighting in enemy captain ship designer to reduce the likelihood of Caliga Vindex and Shizari Huntress ships appearing as they were both a little overweight for fairness and pushing other ships into the margins.

Finally, thanks for reporting bugs, typos and all the rest!

v3.3.55 - 8/9/2023
- Orbital Disaster rumors now damage Contact Influence rather than increase it
- Contact AI purchasing Rumors during UCF Era revised to use simulated votes (hurts aggressive Contacts)
- Buffed Paladin's Chain and Watchdog Whisper (Crew combat gear)
- Buffed Attribute bonuses for GAATSO Interlink and Vrax Harness (Fighter Pilot gear)
- Reduced chances of Xeno Rumors occurring early in the game
- Reduced rate of enemy Caliga Vindex and Shizari Huntress spawning
- Minor performance support patches, fixed reported crash & text bugs