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Star Traders: Frontiers News

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!

Update #293: Rapid Takedown


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.

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


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



[h2]Red Badge Priority Drop[/h2]
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.


[h2]Clarified Ritualized Retreat[/h2]
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.

[h2]New Barks -- Thanks Twitch![/h2]
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.

[h2]v3.2.37 - Rapid Takedowns[/h2]
- 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

Update #3OO: Best Face Forward


One of the things we’ve always been quietly proud of in Star Traders is the wide variety of faces available within the game.

But even before we added official modding support to the game, some of the first unofficial mods were graphics replacements players created to further customize the game’s character art or add in their own faces & clothes. Now with fully-supported Steam Workshop modding available, it’s even easier, more reliable, and we’ve seen some modders getting pretty creative with it.

So creative… we may have gotten a little jealous. Seeing modders getting a chance to put a whole new spin on the game, from tributes to other franchises to rebalances that create new playstyle opportunities… not to mention all the straight-up improvements some modders are claiming… “Improved Ship Combat Icons,” “Sound FX Overhaul,” “Larger Cargo Holds” …this is what comes from creating a Captain simulator, everyone thinks they can run the ship better. ;)

So, we dug deep into our graveyard of code fragments, searching for a half-finished time-travel wormhole we’d written off all the way back in Early Access as too dangerous to complete, and let our wounded pride throw caution to the solar winds. Why a time travel wormhole, you might ask? Because how else in the midst of Cyber Knights development, spring travel, and 😱 tax season were we going to find the time for this: a full faces revamp featuring entirely new*, 100% original** crew art now available to you within the game.



We asked Andrew to art better this time, and boy did he! While the original faces were a collaboration between Andrew as Creative Director and our professional art team partners, the revamped crew faces are a fully in-house effort only "lightly" inspired from their original work, and we think you’re going to love the results.



Each face features:
  • 20-50% more pixels
  • fine-tuned adjustments to key facial features
  • bold new interpretations of classic sci-fi tropes
  • exciting speculative guesses at alternate evolutionary possibilities
  • increased immersion through stronger representation of the effects of centuries of drinking the water-fuel




Okay, so you’ve hopefully figured it out by now, but if not: April fool’s! This is not a real game update.









BUT IT IS A REAL GAME MOD! 😮😁😮😁😮😁

If you want to, you can actually play with these ludicrous, outlandish, unexplainable, sometimes unfortunate faces, by playing the mod version of the game and adding our new mod, Star Derps. All 100+ of the crew faces have been replaced with new versions. Try it out, you might even find a few you’d like to grab from the modded spritesheet and add into a less outrageous mod of your own.

For-real props to all our modders, who have created some truly fun stuff for the game. Check out the other mods now available for Star Traders and leave some comments to encourage them to make more, and dive into the Making Mods section of the wiki to learn how to make your own.

https://steamcommunity.com/sharedfiles/filedetails/?id=2787587653&searchtext=

Update #292: Market Conditions & Stand With Us In Support of Ukraine


Update #292 was born directly from a lively and productive conversation here on the Steam boards about the System Atlas and its display of accurate or inaccurate trading conditions. While we were in there, we added some clarifications to the in-game text about the thresholds at which trading into certain rumors -- Trade Blockade and Embargo -- can yield Reputation bonuses. And to make it look good, we also dressed Update #292 in a new helmet and awesome translucent visor to boot.


[h2]Help Us Support Ukraine[/h2]
My brother Cory and I have worked closely with amazing partners in Ukraine to dream, design and create the art for our next game Cyber Knights: Flashpoint over the past 3 years. Over the years, our partnership has grown to friendship as we spent countless hours working with these wonderful and talented people.

The entire Trese Brothers team is worried for our friends, their children, their families and their country. They need our prayers, our monetary support and our voices raised in solidarity. Their country and millions of refugees are in desperate need of food, water, shelter and medical supplies. We hope you will join us in giving to some organizations trying to ease the suffering in Ukraine.

Here are a few options:
Ukrainian Red Cross Project HOPE Docotrs without Borders

[h2]Cyber Knights: Flashpoint?[/h2]
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. The private alpha is in full swing with over a 1,000 players, so get your cyber ready.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


[h2]System Atlas Gets Lively[/h2]
This update brings a major upgrade to the way the Star Atlas displays buy and sell information for places you've visited. It's something we've been tinkering with ideas for for a while, and recent discussions in the community helped us prioritize pushing this through to completion. Thanks all for the feedback!

Previously, the Star Atlas would display supply and demand information based on the system type, zone type and economic rating. This gave players a good "usual conditions" benchmark for what they could expect to buy & sell in different zones, but was frequently mistaken for a live display of current prices. Without additional tracking on your own, it could be difficult to remember as you made numerous trades along a route where your last trades had left demand for certain goods, or where there was still an affordable supply of another.



Now we've made it so that the Star Atlas remembers and displays supply & demand information unique to each zone, based on your last visit to that zone. Your crew logs the local pricing to the ship's data cores each time you depart, where it will remain "fresh" for up to half a year (21 weeks). After 21 weeks, the Star Atlas will revert back to showing an estimate for that zone, with a helpful reminder displayed that the information may be inaccurate as you haven't visited that location in a long time.



This is a big boon for traders executing shorter trading trips and triangles and greatly reduces the need to check and double-check economic conditions before leaving port. May your trades glitter!


[h2]New Visor and Helmet[/h2]
Update #292 adds a new translucent visor, interjecting display over reality to help combatants and ship crew alike do their daily tasks. Looking cool, looking blue. We've also added a new helmet, hitting the milestone of 15 total hat/helmet options. Perfect for some of the combat armors, this helmet is for battle-hardened combat crew or your wing pilots.



[h2]Trading Rumor Clarifications[/h2]
With this update we have improved the data displayed in the Exchange if you are making a sale and the Trade Blockade or Embargo Rumors are active. The messages there now include the specific threshold of sale value (for example, $1,500 for Embargo) before any Reputation bonuses can be gained. Small sales will not move the Rep needle, which is now nicely messaged in game.

[h2]v3.2.35 - 3/23/2022[/h2]
- Added new helmet and new pair of translucent eyewear for characters
- If zone has been visited within 1/2 a year, Star Atlas supply / demand data is accurate
- Star Atlas supply / demand data will include cargo types that are not being bought or sold due to lack of supply / demand
- Clarified rules for Rep bonuses when trading under Rumors "Trade Blockade" and "Embargo" in game