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Patch 0.3.0: The Pirate Incursion Update

Added pirates and mutiny



You can now change many gameplay settings when starting a new game, including: permadeath, colonist speed, and damage multipliers. You can also change these settings at any time while playing the game (from the escape menu)



Added a Job Matrix, so that you can view and assign jobs to all colonists at the same time.



Added Handguns. Weapons are now visually equipped/used.



Added support for changing languages (but no new language files yet).




[h2]Changes[/h2]
  • Added prison posters to the prison dungeon.
  • Added "change language" button on the main menu. Press it to change the languages (we did not add any translations. This specifically is the ability to change language by the user at run
  • time)
  • Added fallback fonts to support a variety of character sets: Chinese, Cyrillic, Arabic, Korean, Japanese.
  • Language files should be placed in your install directory in StarData/Text. (search for "english.data" to easily find it)
  • Language file text order is now consistent, which makes adding/editing files much much easier
  • Added custom game settings. You can edit, add, save, and load settings files. Files are in xml, and can easily be edited in any text editor
  • Custom game settings are placed in your install directory in StarData/GameSettings. (search for "Easy.xml" to easily find it)

    • permadeath: If true, colonists cannot be regrown when the die (but the heads can be kept forever)
    • research duration multiplier: All research durations are multiplied by this value.
    • colonist movement speed modifier
    • npc movement speed modifier
    • colonist incoming damage: amount of damage colonist receives from all sources
    • colonist outgoing damage: amount of damage colonists deal in combat
    • asteroidSizeMultiplier
    • asteroidsPerMapMultiplier
    • colonist exp multiplier
    • colonist purchase cost multiplier
    • build duration multiplier
    • build cost multiplier
    • item price multiplier
    • start everything unlocked
    • skip tutorial
    • dungeons per map
    • dungeon size
    • enemies per dungeon
    • enemies per asteroid
    • starting colonist count
    • max colonist cap
    • resource nodes per asteroid
    • resource yield per node
    • TELL US MORE SETTINGS YOU WANT

  • Gameplay settings can be modified at any time from the escape menu.
  • Added new dungeon: Tech Hub.
  • Added Tesla Coil. It's a new type of trap/turret. Consumes 20 power per shot. Can be hacked.
  • Added a "nomad" system. Nomads are creatures, beings, ships, humanoids (etc) that wander around in the galaxy map. When they wander into your system they appear in your local starmap.
  • Current nomads: Space Whales, Pirates, Undead Horde.
  • Added a pirate system. Pirates attack every 2
  • 3 days that they're in your system. Successfully defeating all pirates in a wave will cause a new, stronger pirate wave to spawn.
  • Current pirates:

    • Recruit: Melee, No Jetpack
    • Rifleman: Ranged, Jetpack
    • Grenadier: Explosive, Jetpack, Long reload time

  • Your core can now be damaged. If destroyed, it's game over.
  • Pirates attack your core.
  • Added a basic antagonist system. First antagonist: Fanatic. Colonists with morale of
  • 10 or less have a chance to become a fanatic. This is hidden from you. Fanatics have a chance to make nearby colonists a fanatic. Once the number of fanatics outnumbers the number of non
  • fanatics, they strike. Attacking all non
  • fanatics and finally your core.
  • Food now awards health experience when eaten. Raw Food: 400, Cooked: 2000, Space Whale Meat: 4000
  • Added sprinkler. Automatically removes fire in a radius. Requires power. Requires Fire Suppression Foam. Crafted at Chemistry Table
  • Added steroids to Medical Desk. They award strength exp when consumed. They also make colonists angry.
  • Added Handgun, Handgun Magazine, and Handgun Magazine (large) recipe to the Workbench.
  • Handguns automatically add a magazine to the colonists loadout. You can manually remove this.
  • Added Handgun skill. Increases accuracy of handguns.
  • Shooting range now awards Handgun experience.
  • Added Melee skill. Increases hit chance and damage of melee combat.
  • Punching bag (target dummy) now awards strength skill and melee skill.
  • Maniacs now add shivs and handguns to their loadouts.
  • Weapons are now visually equipped and have a cute little attack animation. Equip bread for fun
  • Nerfed many skill sources so that colonists take longer to level up.
  • Increased duration of many actions. However, certain skills reduce the duration of specific actions. (mining is now longer. level up mining to make mining go faster)
  • Crops now require tending. They take 1 damage per day that they aren't tended.
  • Treadmill now awards some health experience (because cardio is good for you)
  • Colonists now contributes 1.0 power per excess speed at the treadmill (previously it was 0.5)
  • Beds and the Healing Booth are now used automatically to heal
  • Colonists now earn 25% more experience if they love a job that has that skill as the primary skill.
  • Colonists now earn 25% less experience if they hate a job that has that skill as the primary skill.
  • Reduced purchase cost of egos from 150 to 50 DNA frags
  • Removed the Robot Beacon (it was a MurderBot spawner, but the murderbots were just too mean).
  • Removed ice asteroids and planets from the starting system.
  • Starmancer core and some cosmetic unlocks are now permanent (persist across saves)
  • Added a Job Matrix, so that you can view and assigned jobs to all colonists at the same time.



[h2]Fixes[/h2]
  • Waste recycler no longer requests infinite biowaste.
  • Fixed some instances where extra biowaste would be delivered to the waste recycler when there was incoming biowaste.
  • Farmers no longer take extra biomass/water when planting crops.
  • Locked doors are no longer purchaseable.
  • Reduced electronic build cost of many objects.
  • Radar dishes will now automatically scan when warping to a new system.
  • Radar dishes now automatically scan the closest star system first.
  • Floors near the core no longer leak atmosphere
  • The small turret now appears friendly when hacked.
  • Sorted the cheats in the cheater menu so that commonly used ones are in the front
  • Colonists are now pathfindable while in the top of bunk beds (fixed at least one source of this bug)
  • Colonists now return to base immediately upon activating lockdown.
  • Added in-world marker to objects that will be lost on warp (if you press "show me" in the warp warning)
  • Cheat right clicking crystals in the currency window now awards 1k crystals (previously was 100).
  • Healing Booth and Therapist Bot 9000 now only consume power when being used to heal (previously they would consume power while being inspected and any other time they were "used").
  • Fixed a few instances of notifications being really big or stretched out.
  • Colonists will no longer sometimes take their helmets off in a vacuum, resulting in instant death (they would do this in order to create container space for food)
  • Water in tanks will no longer decay into dirty water.
  • Objects now longer require immediate maintenance/inspection




[h2]What's Next[/h2]

  • Quests
  • Faction System
  • Object Ownership
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?






Patch 0.2.20: The Into Breach Update

Many objectives in the tutorial now have a video showing you exactly what to do.

Airlocks in derelict stations are now locked, and must be breached with a security guard.

Heads, in Jar and Corpses can now be stored wherever items are stored.

Added a new Prison Ship dungeon, and drug rework (more details below).

Many many many dungeon objects are now purchasable and placeable as "decorations", so that anything you find can be replicated in your own base.

Also fixed many bugs



[h2]Changes[/h2]


  • Added videos to many spots in the tutorial
  • Added more arrows throughout the tutorial.
  • You can no longer turn npc objects offline/online.
  • Added Bypass Module. Crafted at the programming terminal. Has 10 uses. Colonists with this item acquire a new context option, "hack", that deals 50 damage to bots.
  • Many doors are now locked in derelict stations, and require a guard to breach them. Breaching requires a Bypass Module.
  • Colonists assigned "security" are automatically assigned "Bypass Module" as a loadout item.
  • Breaching is now the only way to get into dungeons (also C4, removing the door, replacing a wall with a window and then removing the window, finding an opening, or picking up and dropping your colonists)
  • Reduced snap chance from .1 to .05
  • Colonists now restore morale through catharsis much more slowly.
  • Renamed "Metal Framework" to "Hull Framework" so that it's less confusing with "Metal"
  • Renamed "Star Fuel Station" to "Star Fuel Extractor".
  • Added dead body and head to item filter, so that BloklanderXD will be less lonely. (Medical > Waste). Also added the "Carry Dead Body" job task.
  • Increased build cost of additional ships to 200 Hull Material and 20 Electronics (first build is still free)
  • Added Prison Ship dungeon / derelict station.
  • Added Small Turret. It shoots colonists that walk in-front of it. Can be hacked with a Bypass Module to fire at enemies. Steal the ammo and it will also stop firing at you. You can also punch it.
  • Added Small Turret to the "cheater" menu. Type "cheater" into the build menu's search bar to view all cheats.
  • Added Tranquilizer. It spawns in the prison ship and whereever relics spawn. Instantly knocks out the target colonist. Has 3 charges.
  • Many many many (aiming for 100%) dungeon objects are now "decorations" and can be purchased and then placed anywhere you want. Decorations don't do anything, but they look interesting. A few examples: Ship Thruster, Trash Eater, Medilab Terminal, Extruder Crane, Magma Pit
  • Added context option to steal from unconscious colonists.
  • Colonists will now assist other colonists in combat. They must be friends with the other colonist, and they must not be friends with the target. They must also be conscious and reasonably close to assist in combat.
  • Added recipe to convert corpses into DNA frags at the Medical Desk. (you have to place a new desk to see the new recipes)
  • Added recipe to create pigments at the Chem Table. Ingredients: Red Cuddler Sac, Green Biomass, and Blue Jelly (you have to place a new chem table to see the new recipes)
  • Added Hotkey to activate the mining/harvest tool. Press F (U for other dvoraks among us). TELL US THE OTHER HOTKEYS YOU WANT
  • Reduced chance for colonists to become space rock users, space rock addicts, and alcoholics.
  • Space rock now awards +2/+5 morale (memory, "I used space rock" / active effect, "I'm spacing out...dude") now increases movement speed even more, restores sleep and hunger, and increases competency by 25. Also tastes delicious
  • Purple Mushrooms now award +2/+7 morale (memory / active effect). Mushrooming colonists are now pacifists. They remove all bad memories with a morale penalty of -3 or greater. Cures all madnesses, manias, nightmares, etc. Chance to have a "bad trip". Colonists experiencing a bad trip can go crazy and suffer from brain damage.



[h2]Fixes[/h2]
  • Colonists with the snap perk "lazy" will now eat when hungry.
  • Monsters no longer destroy locked npc doors.
  • Monsters no longer get "stuck" on each other. Monsters will continue to block colonists, but not each other. Nothing blocks monsters anymore.
  • Dead and unconscious colonists no longer block pathfinding.
  • Updated FMOD, this should fix issues with audio on linux.
  • Space whale meat no longer displays as "rotten" in a living space whale (they live).
  • Explosives now display a warning in the hud before exploding (click to goto).
  • Fixed a bug where stars disappeared from the galaxy map sometimes. (a list was being reused, rip)
  • Placing an external object on an external floor will no longer remove the warp zone. (placing a solar panel on an external floor, for example)
  • Colonists will now spawn only 1 rainbow mushroom per day max (when puking).
  • Colonists no longer have a chance to get infected when performing star fuel missions.
  • Removed cuddler, zombie, and slime symptoms from generic viruses.
  • Treadmill no longer displays warp zones.
  • All "thin" tables (2x1) can now store and display 2 items.
  • Fixed build grid looking weird.
  • Colonists now restore morale through catharsis even when unconscious.
  • Agoraphobic colonists will no longer fly away in ships (because space is really really far from their bed)
  • Fixed a bug where walls would sometimes use external light colors even when inside.
  • Shamblers now deal direct damage to HP, in addition to organ damage.
  • Fixed a bug where sometimes carried items weren't dropped when a state was abandoned/failed.
  • Ore objective is now finished with ore outside player's base.
  • Camera bounds are now expanded if you expand your base beyond the border (so that you can pan the camera to the new objects).
  • Decreased amount of scrap that spawn at each node from 1-5 scrap to 1-2 scrap.
  • Increased chance for traders to have pigments.
  • Toilets now request offload of anything colonists poo inside them.




[h2]What's Next[/h2]
  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?


Hotfix for 0.2.18 (crafting fix)

Quick hotfix

[h2]Fixes[/h2]
  • Fixed a bug where colonists wouldn't craft at machines when they should have
  • Fixed a bug where colonists would attempt to craft at machines when they should not have
  • Colonists will no longer "see" themselves puke
  • Added a log message when items explode from heat


Have a nice holiday! Continue to submit bug reports and we'll fix em!

- Tyler

Patch 0.2.19: The Tutorial

When colonist morale is low, they now have a chance to "snap". Added a tutorial. Kat is back! Water now decays into dirty water, and dirty water emits germs. Added the flammable item attribute (this is a big deal, so be careful). Improved lockdown behavior so that colonists now return to base much quicker.



[h2]Changes[/h2]
  • Colonists now have a chance to "snap" when their morale is low. This chance increases the lower that their morale is. When colonists snap, they acquire a random perk, such as graffti artist. Every extra snap increases the chance that the colonists will get an extra bad perk, such as pyromaniac, saboteur, and maniac. Every few hours, colonists gain +1 morale as "catharsis", capping at +15. Colonists "snap out of it" when their morale returns to positive. Snap count is reset to 0 upon: death, therapy booth use, memory wipe from memory pen. Snap count is reduced by 1 every 10 days. In this way, colonists will no longer stay upset forever, and the first few snaps are very forgiving.
  • Added new snap perks: Hider, Space Terror, Lazy, Crybaby, Binge Eater, Vomit, Dazed, and Militant Incompetence
  • Added tutorial
  • Added notification when no colonist is assigned mining, building, or scavenging
  • Slinkers now eat rotten food.
  • Colonists (and all lifeforms) now respond when they're attacked by another agent and it's a miss. Previously they would only react once they took damage.
  • Water now decays into Dirty Water in the presence of germs.
  • Dirty water now emits germs.
  • Biowaste and Puke now emit more germs.
  • Added "flammable" item attribute. Flammable items catch on fire when near fire or explosions. The item is destroyed when it catches on fire. Flammable items: Biomass, Goolerium, Most Food, and Biowaste.
  • Fire now triggers explosions when near to items with the explosive attribute.
  • Windows and the Water Recycler now cost Scrap instead of Metal Framework
  • Lifeforms (monsters, etc) now obstruct pathfinding (so they stop colonists and other monsters. colonists could become trapped. much fun)
  • Whale Meat is now flammable. Rotten Whale meat is now explosive. For the good people, this is dangerous. For the pirates, this is free explosive.
  • Galaxy map can now be opened always.
  • Colonists now lose relationship points when they see another colonist puke. Added a memory (-2 morale) when colonists witness someone else puke.



[h2]Fixes[/h2]
  • Colonists will now store warpfuel in the warpdrive before putting it on floors.
  • Colonists no longer explore while lockdown is active
  • Larva husks in a hot room now grow into eggs much faster.
  • Fixed a bug where dimple was eaten by a worm while on the treadmill.
  • Fixed a bug where colonists would pretty much ignore lockdown all the time.
  • Colonist level up messages are now only displayed every 5 levels, and all levels above 40.
  • Colonists will no longer remain wandering outside your base after lockdown is activated. Now, during lockdown, colonists will only wander near your core (this is fun, because everyone gets to hangout).
  • Fixed an atmosphere bug with shelves.
  • Fixed a bug where fog-of-war would be created when placing floors near asteroids.




[h2]What's Next[/h2]
  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?

Patch 0.2.18: A Polish Patch

This is just a small polish patch. Good performance improvements in this one. We also added a radar dish, chainable explosives, searching items by name, new star systems, and more.

Chainable Explosives

Searching For Items

Job Descriptions in tooltip


[h2]Changes[/h2]
  • Reduced many instances of "stuttering". 3x speed is now more playable.
  • Colonists will now talk with many lifeforms (but the lifeforms don't talk back)
  • Those same lifeforms will now randomly display speech bubbles
  • Corpses now emit germs, and they're ugly
  • Added memory when colonists sleep in a noisy room
  • Eyeball portal now stores 10k power, and is removed when all power is drained
  • Chloropods now get aggressive when they see trees being chopped down.
  • Added a text search filter in the item selection window.
  • Added descriptions for all jobs in their tooltip.
  • Added destroyed star system. It's a star system with only scrap, and destroyed planets. High chance of space whales
  • Added "void star systems". It's a star system with nothing at all. No asteroids, etc.
  • Added radar dish. It's used to scan nearby stars, revealing their contents, such as lifeforms and traders. (this information is now hidden until the star is scanned)
  • Added many more attributes to items, such as "Human Edible", "Rotten", "Hot"
  • Gas Giants now spawn Hydra Gas, an item that can be sold to traders for money.
  • Explosives now chain react together
  • Fuel, Star Fuel, and Sulfur are now explosive.
  • Sanitizer can now be stocked with immune boosters. Doing so will provide immunity to any nearby colonists. (this invention is made possible by the Bloklander Corporation)
  • Added more scrap to starting system and reduced number of asteroids.


[h2]Fixes[/h2]
  • Fixed a bug where chefs would cook food without destroying the reagent if the reagent food was in their inventory.
  • Thermal Regulator now correctly triggers its cooling animation.
  • Colonists will no longer consume anti-virals if "use anti-virals" is turned off after the colonist is infected.
  • Colonists no longer die instantly if their max health is under 1 (max health minimum is now 1).
  • Food dishes are now longer "biomassable"
  • The ship and solar panel now automatically place warp zone tiles so that they're not lost on warp.
  • Fixed a bug where "seemingly-random" objects would be displayed as "lost on warp"
  • Out of bounds message no longer references expansion permits.
  • Ship requirements no longer say "purchase with credits and an upgrade module"
  • Only the first 6 assigned colonists are now displayed in job task cards
  • Fixed a bug where colonists wouldn't use items that were stored on asteroids.
  • Fixed a bug where sometimes colonists wouldn't craft even when all items were available.


[h2]What's Next[/h2]
  • Tutorial
  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?


* Remember to check out builds early on the "earlier_access" testing branch!