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Star Traders: Frontiers News

What changed in Star Traders: Frontiers this year?


We celebrated the 3-year anniversary of Star Trader’s launch this year; what a ride it’s been! Although we’ve been deep in dev work on our upcoming heist RPG, Cyber Knights: Flashpoint, we’ve still produced 38 (so far) updates to Star Traders: Frontiers this year, including one of the largest post-launch additions to a game we’ve ever made: mod support!

To help you make sure you haven’t missed anything, we’ve rounded up all the most notable changes & improvements into the summary below. We did the same last year, so if you’re coming back to Star Traders after a long break, we hope these will be helpful as you get ready for a new journey through the stars.

[h2]1) New expansions & improvements to game systems.[/h2]

New default map! Since we added the new v2 map generator last year (allowing the creation of better-balanced, more unique, and much larger custom galaxy maps), we were on the hunt for a new default map to take advantage of the same benefits. Thanks to everyone who pitched in to help us find the perfect map seed!

The new default has 10 more quadrants than the original. We’ve also since made it so all "local" starting Contacts are always placed in your starting quadrant, even if there are 2 to a zone. And if you’ve starred a zone with a color, that now appears on the quadrant map.



New story vignette! Fractured Factions has a chance to begin after the Coalition, when landing on any Cadar world, from contact Felix Slayer Na’Zee. Through the multiple endings you stand to make powerful enemies, allies, and gain access to multiple powerful ship components and/or a unique crew weapon. Even with the factions supposedly united, the balance of power is in constant shift...

Economic & recruitment rumors are now for sale from many contact types. And now, all rumors that are purchased from a contact—most notably, salvage rumors—get a bonus to their duration to prevent any from ever expiring right after you purchased it.

We rebalanced many trade systems—increased rare trade goods demand in many zone types, made $5,000+ trades during economic faction conflicts now impact the conflict score, altered the smuggler talent “slippery trader” to entirely avoid Rep loss in trade conflicts, and rebalanced the supply/demand/prices of multiple goods.

Plus:
  • 2 new mission types: "Nomadic Defender" & "Mercantile Negotiation"
  • More profitable ship salvage 💥 & ransom 💰 options.
  • Legendary Bounty Hunters are far more likely to appear and chase you down once you make enemies
  • New operations card art
  • 30 new crew barks with lore about factions, jobs, and planets

[h2]2) Even more options for your crew.[/h2]
New crew jobs: Shock Trooper & Saboteur. The Saboteur provides many useful boarding talents, plus a mix of stealth talents and pistol abilities. The Shock Trooper brings a wealth of new combat talents to the table with a strong emphasis on frontline snubber-wielding. Also available as a starting profession for your captain, with traits that grant ship & crew combat bonuses.

All factions now provide an affinity bonus for at least one crew job: We started this last year with the Blade Dancer, renowned for their long tradition among the Steel Song. Now, every faction has at least one crew job in which its members have exceptional training or suitability. Crew members recruited from that faction, with that job, have special attribute bonuses—Cadar Shock Troopers, Zenrin Bodyguards, Alta Mesa Wing Leaders and more!

Rebalanced bleeding rules & snubbers. Any bleeding damage you’ve dealt an enemy is now applied every time they act. All bleeding effects and things that grant bleed resist were rebalanced. Meanwhile, snubbers have all been rebalanced to trade some of their Accuracy for Parry, making them superior “up-front” weapons.



Better auto-training for the early game. For new playthroughs, auto-training your crew members now prioritizes skill-save talents to ensure you reach a safe baseline of ship operation before expanding into more combat abilities / bonus-providing talents.

And more!:
  • More customization options! 2 outfits, 16 new faces, 3 new beards, new flight helmet hat.
  • New "Traits + Gear" section on crew member detail screens, summarizing all effects
  • 7 new ultra rare level 10 Relic Weapons
  • 4 new level 5 Gear for sale (2 Mil, 2 Specialist)—defensive, offensive, Attribute boosters
  • New Diplomat Talent "Vindication Pact," reduces price of Pardons
  • Improved Merchant's Talent "Garner Favor" to give even better Rep bonuses

[h2]3) New starship combat rules, components, and rebalances.[/h2]

Many tweaks to small craft (and their counters), plus new plasma bombers. The ability to build or encounter ships that launch starfighters becomes a big deal in ST:F’s late game, and we’ve continued to make additions and improvements to that experience. This year we’ve:
  • added 3 new PlasBombers with massive radiation-damage weapons to help cripple enemy ships instead of cracking hulls
  • increased the damage of all craft bomb & rocket weapons
  • boosted the chance-to-hit-craft for all Autocannons for better close-in defenses
  • added a new ship: Dreadnought Battlecarrier
  • reduced Maintenance Cost for Class 1 and Class 2 Small Craft
  • increased Hull Points for Boarding Shuttle Small Craft at Level 5 and above
  • buffed the Battle Prow component with a minor craft defense bonus and added a Tacticians Annex component that grants accuracy/defense against capital ships and craft
Better ship armor! We’ve added new game logic to increase the chance that armored components take hits first in combat. This more appropriately increases the power of armored ships in combat, and if you have the credits to repair components makes damage soak builds more viable.



Many new components & weapons:
  • New type of medium component, Annex to hold one officer and provide specialized bonus related to their class - Warden’s Annex, Tactician’s Annex, Engineer Annex
  • Faction-specific components—Rychart Peak Velocity Matrix 4
  • Fuel Helix components to increase Engine Safety, reduce Jump cost and add fuel boosts
  • New level 8 heavy Railguns for 4 and 3 RP
  • New level 8 Autocannon for 1 RP, great at taking down craft
  • New level 8 Missile for 3 RP
  • 6 new powerful weapon types for high level craft

[h2]4) Quadrantfuls of Quality of Life Improvements[/h2]

Your feedback is always helpful; we hear and respond to almost all of it within the forums and our Discord, and just finished up a player survey to help with next year’s roadmap.

This year Cory & I have been on a streak of finding ways to improve convenience & clarity, within the scope of what we can do post-release. Some notable areas and overall trends we’ve put work into include:

Easier mission planning & map integration - icons for offered missions and accepted missions now appear on the galactic & quadrant maps; you can also now go directly to the galactic map from a contact mission offer. In that mission offer, you’ll now see icons next to each mission segment, indicating if it requires a ship battle, crew battle, exploring, spying, picking up for dropping off a passenger etc. And within your mission list, you can now use filters to show offered missions, and show only narrative missions or local missions.



Better logs - Lots of little tweaks to make it easier to find out more about what’s going on “under the hood” in combat (e.g. radiation & void damage from ship weapons), keep track of events as you sail the void (e.g. how your medical rating is impacting saves), and understand how much impact your talents are having (e.g. repaired components during ship combat).

Clarifications in other key areas—in addition to all the log improvements, we’ve also made Trade Ban warnings much more visible, clarified many components of ship encounters (we’re looking at more ways to improve this still), and reworked mutinies. While mutinies may be a rare event for most captains, we want to make sure if it happens your options and their cost are crystal clear (we also improved the value of anti-mutiny talents while we’re at it).

Save Slot hotkeys - check your hotkey options, as we now offer configurable hotkeys for the 4 save slots available.

[h2]5) We added (and kept adding to) mod support![/h2]

The moddable version will show up as an option whenever you launch the game from within Steam. It gives you access to any mods you’ve “subscribed” to from the Steam Workshop, and automatically grants all of the game’s unlocks.



We’re excited about modding’s potential to add even more content to the game (modders can create their own stories, gear, crew jobs, and more), enable very different gameplay experiences (from near god-mode cheats to small, intimate crews), and give everyone even more customization options (art, maps, and more). We’ve expanded modders’ options in all of those areas since launching mod support in August.

We’ve written more about what modding will and won’t do as we continue to add to its capabilities (depending on the mods you start)! Check out Creating Mods on the Star Traders Wiki, and join the Discord for help, modding requests & discussions, and a great community of Star Traders players.
[h2]2022, here we come![/h2]

Sometime in the new year we’ll give the roadmap an update to share more for the road ahead. In the meantime we do have one major change we’re thinking about that we’d love active players’ input on.

Going on 4 years of Frontiers now, and we still love adding to this game and are glad so many of you still enjoy it (and so many new sci-fi RPG fans are still discovering it!). Special thanks to all who support the continued development of the game through our Patreon, by gifting Steam keys to their friends, by shouting us out on in reddit recommendation threads and YouTube comments, by drinking from your Star Traders mug during Zoom meetings, etc. 😉

Even just leaving / updating your review (and giving a 👍 to others’) is one of the best gifts we can receive as the Steam Winter Sale approaches. Happy holidays, Captains!

Update #285: Two Day Shift


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

[h2]Furthered Armor Meta[/h2]
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.


[h2]Exact Job Rank Bonuses[/h2]
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.

[h2]Star Atlas Rumors[/h2]
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!)


[h2]Scrolling Issues[/h2]
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!


[h2]Clarifications[/h2]
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

[h2]For the Modders[/h2]
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!

[h2]v3.2.19 - 12/7/2021[/h2]
- 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)

Star Traders: Frontiers Roadmap Survey


Hello captains! As we move into the 4th year of Star Traders: Frontiers development, we are continually seeking to improve the game. We are gathering the big topics for this year’s roadmap and we want to put extra attention on parts of the game that are tripping up both new and veteran players.

We'd like to ask you to fill out a short survey to help us identify the key areas where we could improve clarity of game systems.

You can find the Google Form survey here: STF survey

The survey will be open until December 15th.

We’d appreciate it if you could take a few minutes to fill it out and thank you in advance!
Trese Brothers Team

Want to nominate Star Traders: Frontiers for a Steam Award?

Hey Captains, it's Steam awards season! Star Traders: Frontiers is eligible for the Labor of Love award, if you all would like to nominate us. We celebrated 3 years since Star Trader: Frontiers' launch this year, with near-weekly updates to the game with new content, improvements, and changes based on your feedback.



One of the biggest post-launch additions we've ever made to a game — MOD SUPPORT — was added this year. The mod version of the game also automatically grants all unlocks, giving everyone who doesn't want to play with achievements access to all ships, contacts, and captain jobs from the very beginning. This year's also been a big one for UI improvements from your suggestions, including easier mission plotting, better trade ban & faction conflict warnings, menu access during combat. And we'll save the full tally for an end-of-year roundup, but there's certainly no shortage of new content added to the game!

You all know we're hard at work on our upcoming heist RPG, Cyber Knights: Flashpoint, but we're still adding to ST:F, with plenty more planned for it. So long as we know you're all still enjoying Star Traders, we'll keep bringing more to it.

Head to the Star Traders: Frontiers page if you’d like to nominate us!

Update #284: Bristling Armaments


Update #284 returns to ship combat meta to add new options for building our your specific strategy as well as improving well-known routes. Adding 4 new ship components that boost the Radiation or Void damage of your ship weaponry opens up an avenue for high focus on disabling enemy ships while buffing the ability of armored components of all types to soak up damage to your ship further empowers the heavily armored meta. To help in both cases, we've made the combat logs clearer, better organized and added missing lines of detail.

[h2]For a different flavor of Trese Brothers sci-fi, check out Cyber Knights![/h2]
Our next game, Cyber Knights: Flashpoint is under development. Set in a different universe than Star Traders, we think much of what you all love about STF (a lore-rich world, many ways to play, strong independent spirit, lots of RPG depth) is shared within. Learn more about the Cyber Knights setting on its Steam page, or check out this video showing a ton of art and discussing the game design.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

[h2]Phase Inflectors for Crippling[/h2]
Update #284 has added 4 new medium slot components which increase the Void or Radiation Damage of your capital ship weapons. These Quturaan and Katteduun Phase Inflectors can only super-charge one type of damage or the other, so focusing on a certain class of ship weapons will be important to make the most of your bonuses. Captains focusing on pulverizing a ship and crew into submission with Void and Radiation Damage now have all new angle to customize their ship. The most powerful Phase Inflectors are sold exclusively by Rychart (Void) and Thulun (Radiation) starports,

To help with the new components and bonuses, the ship combat log now reports Void and Radiation Damage to a ship on a separate line.


[h2]Advanced Armor Protection[/h2]
Armored components have always helped reduce overall Standard Damage that is passed through to your Hull and then turned into internal damage to turn your components into ash. With Update #284, they have gained a new intrinsic way to help prevent destruction to your ship's components even after all the dice have been rolled.

Once all the damage is totaled, components from your ship are selected in a series of rounds to take portions of that damage. All types of components that are designed to provide additional protection (even not those explicitly armor) are now more likely to be selected to "soak up" the damage and protect other components from taking it. In a large ship with only one or two armored components, this effect may be pretty minor, but as you increase your set of armored components this balance change will come into play more readily.

Specifically:
  • Exploration Seals, Orbital Platings, Orbital Sealing increase their chance of getting hit by 20%.
  • Armored Bulkheads, Hull Plating, Reinforced Structures and Battle Prows increase their chance of getting hit by 35%.

While this can help protect other key components -- such as Piloting modules, ship weapons and the engine -- it can also help more rapidly reduce a ship's armor as the armor components take damage and drop offline. If a ship is built with redundant Armor %, this double-edged sword effect will be prevented from taking effect longer.


[h2]Improved Combat Logs[/h2]
The ship combat logs now include the Radiation and Void Damage of both capital ship and small craft. This key missing piece of intel is key for disabling captains to understand how their hits are hitting! We've also adjusted the spacing and lead in on most of the log lines to make them more clear and stand out from each other -- such as using (T) for Talent and (!!) for a Crippling Effect which now both really jump out in a busy logged turn.

There are some more exciting meta changes coming for ship combat and improving strategy options, so stay tuned and we will be upgrading the combat log hand in hand as we go.



[h2]v3.2.17 - 11/22/2021[/h2]
- Improved many armor/protection focused components to increase chance of taking hits in combat, therefore protecting other components
- Added 4 new medium ship components (Quturaan and Katteduun Phase Inflectors) which increase ship weapon void and Radiation Damage by percentage bonus %
- Best Phase Inflectors are sold exclusively by Rychart (Void) and Thulun (Radiation)
- Improved ship combat logging to include details of Radiation and Void Damage from ship weapons
- Improved formatting and consistency of ship combat logging
- Clarified Damage Bonus in ship Talent and component effects as "Standard Damage"
- Clarified description of "Upstaged Success", it does not increase Contact Influence gains
- Fixed reported typos and crashes