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Star Traders: Frontiers News

Update #296: Interdiction Scourge


You can hear the Interdictor engines screaming as they whip out of the launch day -- one, two, three rushing headlong into the void, rushing to meet the incoming torpedoes and bomber wings. Update #296 dives back into the high-adrenaline life of a defensive Wing Leader and helps buff up their ability to stop incoming Bombers from reaching the capital ship. Also, with this update, we've rebalanced and tweaked how all anti-Radiation and Ion Storm Talents work (better!) so check that out as well. A huge thanks to everyone posting feedback, the great discussions about balance.

If you are enjoying the on-going updates, be sure to tell a friend and leave a review.

[h2]Want more Trese Brothers sci-fi?[/h2]
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://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]Defensive Interdictors[/h2]
With Update #296, we've integrated some great feedback from the community (thanks @Innocent!) to help improve the balance in favor of defensive Interdictors having a better shot at really stopping enemy bombers from reaching your ship, even as they shoot down incoming capital ship long-range fire.

First, defensive Interdictor Initiative has been adjusted to always trump that of Bombers. Therefore, defensive Interdictors always get an attack against an incoming Bomber before it can complete its bombing run, removing the chance that the Bomber wallops your capital ship and then your Interdictor shoots it down.

Second, we've fixed a long-standing issue (which also could cause a crash at times) where the Wing Tech "Knock from the Void" Talent could conflict with an Interdictor's targeting choice and cause the Interdictor to miss its turn because its target was Knocked. Interdictors are now coordinating with your ship's Wing Tech to make their choices around this and will never waste a turn, assuming there is another Bomber target. If a target is Knocked from the Void, then it is not subject to any attacks for the turn (that has always been the rule).


[h2]Anti-Radiation and Ion Storm Talents[/h2]
Navigators, E-Techs, Engineers and Scientists all provide Talents to help shield your ship and crew from Radiation Storms (quadrant) and Ion Storm (system) Rumors. With this update, the balance on these Talents has adjusted a bit, as some can provide additional XP or even create Scientific Intel. All of the Talents now shield your ship and crew from the ravages of the storm while still capable of granting additional bonuses (the XP boosters / Intel creators used to not shield you...). In addition, while you have the Talents on cooldown, these have gone from a partial shielding (reducing damage) to a full shield (no damage). So, stocking up on a few crew members with these capabilities is even more helpful now for your ship than before.

To offset this balance shift, we've adjusted the cooldown on these Talents by a small amount -- +1 week for the regular shields and +3 to +4 weeks for the ones that pack extra bonuses.

[h2]Additional Fixes[/h2]
With #296, we've also fixed a search string issue with searching contacts (you could search "sells weapon" but needed to search "buy Intel") and updated the hover text to be clear -- buys / sells is correct in all searches.

We've fixed a visual display issue in upgrading components where the bonuses from your components stacked every time you opened the screen (+4% ... then +8% ... then ...) -- now the values stay correct in the display all the time.

Finally, thanks for the report on the broken hat -- the character's hair no longer sticks out through hats :D Derp!

[h2]v3.2.43 - 6/1/2022[/h2]
- Defensive Interdictors always trump attacking Bombers Initiative
- Knock from the Void Talent no longer crosses badly with defensive Interdictors and prevents bombing attacks
- Improved effect of all anti-Radiation and Ion Storm Talents; when available they completely mitigate damage
- Extended cooldowns of all anti-Radiation and Ion Storm Talents 10-30 Turns
- Fixed issues with Scientist "Amplified Assay" and "Distortion Field Survey" not triggering for Ion Storms or Rad Storms
- Fixed search string for contact to use buys/sells (Buys Intel, Sells Weaponry) instead of buy/sells
- Fixed crash with small craft combat and Knock from the Void or Emergency Grounding
- Fixed issue with ship bonus displays doubling and tripling upon multiple opens of upgrade components
- Fixed issue with hair clipping around hat

Update #295: Navigating the Void


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 --
https://store.steampowered.com/news/app/335620/view/3225150323270014742

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.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


[h2]Galactic Map Hovers[/h2]
We've added 2 major improvements to the hovers over quadrants on the galactic map.

The first is to display a list of all Contacts who reside in that quadrant and are known by name, where previously we gave a simple count. This can help you look for specific contacts by name or by type as you plan your way across the stars.



Second -- specifically for mission runners -- we've added some very important details about offered and accepted missions. Again, where previously there was simply a count ("3 offered missions") we are now showing the mission title and the Contact who gave or is offering the mission. Now, when previewing missions from your Contact mission screen, you can make sense of the larger spread of missions and make better choices, faster.


[h2]Search Examples and Boolean Logic (AND, OR)[/h2]
To help more players find and use search effectively, we've added a set of hovers over the Contact and Star Atlas search boxes. These give a pretty awesome set of examples you are not going to want to miss. With the right search terms, you can find what you're looking for faster with just search over filters but the two combine nicely.



In addition to combining with filters, you can now use up to 2 search phrases combined with either OR or AND logic. Search likes "edicts AND trade permits", "sells water pur AND sells advanced med" come into play and make looking for higher value combinations much easier and faster.



As always, we love working directly off some of the best feedback on the Steam forums. We're grinding through a cycle of QoL and UI improvements before diving back into a summer of story content, so post up your good ideas now :D

[h2]v3.2.41 - 5/15/2022[/h2]
- Quadrant hover in galactic map now lists accepted and offered mission title and contact
- Quadrant hover in galactic map now lists known Contact by title and name
- Contact / System Atlas / Map Preview search now support use of one OR and AND per search (spy recruits AND edicts)
- Contact / System Atlas / Map Preview search boxes now have hovers with useful examples included

Hunna Snakes Rule! May Community Challenge

[h2]End of Month Wrap-up:[/h2]

(original challenge description below)

This last month you all have shown your Indie stripes and refused to play any games for “the man.” You and your crew did just fine on the fringes! Who needs trade permits when you’ve got smugglers? Who needs high-level shipyards when you’ve got- okay, well, maybe that would’ve been nice. But still!

It’s been a lot of fun reading your stories and hearing about your adventures. If you want to catch up on the fun, you can check out the challenge discussion thread and head to our Discord and go to #hunna_snakes_rule_challenge.

[h3]A few highlights:[/h3] MasterShake, for engaging Captain’s Logs with stories of combat gone wrong (crew member ☠) and gone surprisingly right (3 non-combat crew and a medic holding their ground against enemy boarders).



Lord Duluth for keeping Indie crew members on board who normally wouldn’t make the cut. When you live on the edges, you work with who (or what) is available.

Innocent and aware17, along with MasterShake, for coming in with crews that were nearly all Indie at the end of the challenge. 👏👏👏



Swuul for entertaining narratives on the challenges of helping the Hunna. Who knew it would be nearly impossible to find Advanced Electronics?

Steven of the Seven Sails, who along with Swuul was practically writing full fan-fiction stories for us all and getting lots of nice spice reactions in the Discord.



Great work, Captains! There are so many more of you who participated in the challenge, shared great screenshots and stories; thank you all! Of course, even though May is over, we would love to hear about your try at this challenge (or any of the previous community challenges) any time you’re looking for a fun twist to your playthrough.

[h3]Stay tuned for future challenges![/h3]



It’s been a while, but we are back with a new challenge for the month of May 2022!

Star Traders are independent and don’t need the establishment to be successful. In this challenge, we want to see you reject those faction phonies. You play by your own rules, and if they don't like it: tough. Who will acquire success without ever being part of "the system" -- and who isn’t afraid to make some enemies along the way?



To qualify for this challenge, your Captain must never acquire a military rank, edict, or even a trade permit with any faction. Your Captain must also never accept missions from any Contact representing "the man" -- Princes, Warrant Officers, Military Officers -- Only those who flaunt those rules are worth are consideration. No missions from ANY Contact unless:
  • they also offer Black Market access
  • are Hunna / Independents
  • are Calagan Faen or Valencia, up to the point Valencia joins the Hunna

All other Contact services, such as selling Intel, recruiting and purchasing equipment are allowed with any Contact, regardless of their affliation.

Show and tell us about your fiercely independent captain and crew with screenshots and stories, stats, let’s plays, interpretive dance videos, etc. You can share them here or in our Discord. At the end of the month, we’ll highlight several with the Trese Brothers flashlight.



[h3]Show your indie stripes and boast about:[/h3]
  • Your favorite Indie Planet, your ship, your Indie crew with screenshots
  • How you built your Indie crew, stories of missions from your favorite Indie/Hunna contact, and the challenges of working on the fringes
  • Your strategies to survive outside the system: making money, finding supplies, trading partners, upgrading/buying ships
  • Stats of your reputation with various factions, number of missions you complete
  • Your own creative edits / showcases / celebrations of your adventures

No matter what you share, we ask that you include at least one screenshot of your “Indie crew roster.” Show off your coolest officers and crew and their Indie flag!

If you post in the Discord, please post in the #hunna_snakes_rule_challenge channel in the STF category.

We've opened up a discussion on the general forum for all posts, questions and shares for this challenge!

Can’t wait to see ‘em Captains. Stick it to “the man!”

Update #294: Stellar Rogues


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 --

[h2]What’s the latest on Cyber Knights?[/h2]
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/

[h2]Craft Meta Shift[/h2]
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.


[h2]Better Dry Dock[/h2]
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!


[h2]Auto-Battle Fixes[/h2]
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!

[h2]Hideout Clarification[/h2]
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!

[h2]v3.2.39 - 5/2/2022[/h2]
- 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

Trese Brothers at PAX East 2022!

Hey Captains, we're back at PAX this year!

Our upcoming game Cyber Knights: Flashpoint was selected for the PAX Rising Showcase, a group of 12 indie games hand-picked by the PAX team for a spot in the Expo Hall.

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

Even if you're not going to PAX, this means more in store for you, including a new studio chat in Discord next week (Star Traders questions always welcome!), and a giveaway of one of these awesome Cyber Knights posters:



Follow @TreseBrothers on twitter for sights from the show! (You know Star Traders is on twitter and Facebook too, right?)

[h2]If you're also going to PAX...[/h2]
You'll find us 10am-6pm in the PAX Rising section of the Expo Hall, booth #13091.



We'll have:
  • a playable Cyber Knights demo level, with three different versions of the Vanguard for you to choose from
  • at least two more chances to win a Cyber Knights poster
  • a unique photo opportunity
  • a ton of excitement to chat with anyone who's already a Trese Brothers fan!

Hope to see you there! Have a great weekend!