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Star Traders: Frontiers News

Update #272: Brace for Impact!


Update #272 rolls out a nice set of small polishing improvements to the core game and another set of improvements to help the mod creators working on everything from story to new ships. With Update #272, we've improved the balance of how often the new missions appear and added new logs and hovers to ensure that Medical Rating is given its full due.


[h2]Mod Creators, last chance to get in beta![/h2]
The mod creator's beta has been chugging along for almost two months and we are now closing in our early August launch date. Modders have cooked up some amazing things that will get featured in the first weeks -- rebalance mods, changes to ship design, new ships, flying xeno ships (!!!) and the first story mods are now under development! If you want to join the beta and get something in under the deadline to get featured in our mod launch celebration, now is the time. All the steps to join up are posted on the Steam group, so sign up today and let's create together.

[h2]What’s the latest on Cyber Knights?[/h2]
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (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]Medical Rating[/h2]
Medical Rating can be very helpful on a ship as a supporting stat for your Doctors and Combat Medics, but it is used in unique ways compared to many of your other ship stats. Its important role in traveling events was not clear enough in the game, so with this update we've improved the hover in Ship Status describing Medical Rating and also clearly labeled its effect on Doctor Skill travel events in the travel log. We'll even included it here -- each point of Medical Rating adds +3 Standard Dice to your Doctor Skill traveling tests, where your crew and officer's Doctor Skill adds +1 Strong Dice per point. For ships of any size, Medical Rating is a big help to pass these tests, especially for larger ones.

For all the rest of Medical Rating's far reaching effects, check out the wiki:
https://startraders.fandom.com/wiki/Medical_Rating

[h2]Mission Rebalance[/h2]
The missions added in Update #271 were using the new system available to the modders. We have now rewritten that system to be more flexible and also rebalanced it to prevent these missions from appearing too heavily in the rotation. Specifically, in this case, "Nomadic Defender" and "Mercantile Negotiation" will appear less often, especially in the early game.

[h2]Fixed Logging[/h2]
We've cleaned up 2 small logging issues -- where Spice Hall would mislog the Morale bonuses for Libertine Trait and where a Contact would fund a Spice Festival Rumor but the log would report it was Mercs. A huge thanks to everyone watching the game's simulation so closely and reporting these minor, but important, issues! Every bug must die :D

[h2]v3.1.77 - 7/17/2021[/h2]
- Improved mission weighting of new mission "Nomadic Defender" and "Mercantile Negotiation" to be more in line with other similar missions
- Improved log for Doctor traveling events to highlight the value of Medical Rating for saves
- Improved tooltip on Medical Rating, stating that it adds exactly +3 standard dice to Doctor travel saves per point
- Fixed spice hall log issue with Libertine Trait printing incorrect Morale bonus
- Fixed Zone News log issues misreporting a Contact funding a Spice Festival Rumor as a Mercs Rumor

Last Days 50% Off + Update #271: Industrial Boom


Update #271 focuses on a batch of changes to the economic simulation, reworking some of the game world economy to the supply and demand chain of raw to refined to manufactured goods stronger and more clearly hungry for supply. Mines mine more, refineries want more metal and refine more, and industrial zones produce more. While we've been working to update other areas of the game, we've been completing a cycle of study and analysis on the game world's economy and Update #271 puts the resulting changes into action.

This one also has a big chunk of update for the modders -- enabling full proc-gen mission, story mission and storyline support!

[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]Economic Rebalance[/h2]
In general, the differentiation between supplies and demands are more extreme and more diverse now within the raw material and manufactured goods markets. The production of ores has been increased for Mining zones and the demand for ores in turn has been increased in Refineries. This flows down the chain, with the output of refined metals increasing at those Refineries and finally, Industrial now demands more raw and refined materials than ever before

[h2]Industrial Booms[/h2]
The production output level of all Industrial zones has increased, making Industrial worlds capable of being a larger profit center for a Star Trader, better fulfilling mission demand, and possibly able to serve and exhaust the demand in multiple nearby zone markets.

[h2]Duke Permits[/h2]
In a small but important tweak, the Duke Contact Type can now offer up to grade 3 Permits instead of only grade 2. As a local zone nobility, the Duke has a lot of interest in all areas of operation, not only limited to military and the navy. Their economic clout deserves to drive negotiations at a Permit 3 level.

[h2]v3.1.75 - 7/5/2021[/h2]
- Re-balanced Supply and Demand Hydrogen Fuel, Methane Fuel
- Increased Trade Value of Hydrogen Fuel by 40%
- Re-balanced the trade of Ores, Metals and Alloys
- Increased Production output of all Industrial Zones
- Base Permit Level available from Duke Contact increased to 3

Save Summery 50% and Update #270: Void Nomad


There are only a few days left in this year's Steam Summer Sale which boasts the best price for the year for Star Traders: Frontiers. The bridge awaits, captain!

We're constantly working to improve and expand the game and Update #270 hits those notes with new mission content, new rules for orbital ops, fixing a bug in the latest "Fractured Factions" storyline and a series of bugs with Jyeeta Era missions. A lot of the work in the last two months has been to expand and round out mod support for the mod creators in the on-going beta and Update #270 is no different, prepping the way for modders to create their own proc-gen missions. If you like the pace of updates, please consider leaving a review and telling a friend -- especially during Summer Sale!

[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]New Missions[/h2]
Update #270 adds 2 new mission types of the game -- an extended roving patrol mission with a lot of options about where and when to patrol and a diplomatic mission that mixes both negotiation, escorting a passenger and delivering cargo to get the deal done. Internally, we've prepped the game engine for modders to add new missions but to make sure we put the system through all of its paces, we'll be adding a series of new missions over the next few updates, specifically looking for mission types and sequences that are underserved or could have more interesting variety, such as the combo of diplomacy-passenger-cargo.

We've also made a change to how cargo delivery missions affect Rep. If you're delivering cargo to a faction that isn't the one who offered the mission (working for Cadar, delivering to Thulun) you will no longer lose Rep with Thulun.


[h2]Fractured Factions and Jyeeta Fixes[/h2]
For some paths through Fractured Factions storyline, the special faction-specific ship story component was never appearing. We've now fixed that bug for new captains and for captains who have passed through the storylnie. Within a few years, it should show up next time you visit a Cadar world.

This update catches up on a bug introduced by the internal modding work we've been doing for the mod creators. During the Jyeeta Era, some of the missions were no longer turning up Jyeeta opponents. This has been resolved!


[h2]Mutinous Orbital Ops[/h2]
Your crew will now refuse to engage in any orbital operations once it nears mutiny. In some cases, it was possible to run orbital ops nearly endlessly without landing on a zone. You can still do this if you are excelling at the card game -- finding ways to increase Morale, steal fuel, etc -- but if things are falling apart, you'll now reach a bottom out point where the crew refuses to keep going.

[h2]Genetic Sequencing[/h2]
We've fixed an issue reported with Scientist "Genetic Sequencing" Talent where it was producing more than the maximum of 10 Scientific Intel. Sorry! Nerf!

[h2]v3.1.73 - 7/2/2021[/h2]
- Added new "Nomadic Defender" mission type, long trip patrol
- Added new "Mercantile Negotiation" help mediate a contract and then seal the deal with a cargo delivery
- Cargo missions no longer damage Rep with target faction
- Added prevention of all orbital ops if crew is at mutiny levels of Morale
- Fixed bug in "Fractured Factions" that could prevent new ship components from appearing
- Fixed issue where some xeno story missions -- such as Jyeeta Era -- could turn up human enemies
- Fixed issue with Scientist "Genetic Sequencing" producing over maximum Scientific Intel

Save 50% Summer Deal and Update #269: Welcome Captains!


The Steam Summer sale is on with the best deal of the year for new captains -- a galactic 50% off. Welcome to the hundreds of new Star Traders firing up their engines and taking to the void. The community forums are very friendly place to ask for advice or post feedback on the game or please join us on the official Trese Brothers Discord for help, strategies or more.

Update #269 comes with exciting new new character faces and a number of improvements fixes coming straight out of the community. We sure to share the game this week and consider posting a review if you're enjoying the pace of updates.

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]4 New Faces[/h2]
It is always good to see new faces in the crew, even among your enemies. Update #269 adds 4 new faces in total, including some masculine options with longer hair and 2 varieties of beards. With this update, we've reached 104 total faces in the game. Our next art expansion will all focus on additional outfits and a few final hats, but we're excited to be looking toward the mods release that will hopefully invite more artists to join in and expand the options!


[h2]Follow-up Fixes[/h2]
Update #268 debuted a new story vignette, and its always good to have a follow-up release with some fixes and improvements after a big content release. With this update, we've tweaked and improved some of the Trait mutation paths, especially around trading and spying in the void.

We've also fixed an on-going bug with the Mechanic Talent "Ordnance Overhaul" which was crashing in some very specific scenarios based on what weapons and ship components were damaged. We've fixed a mistake in the description for the Shock Trooper Talent "Retaliation" which will return fire with Braced Fire if you have trained it. Finally, there was a bug in the Jyeeta Era where the Coalition Commander --if present -- offered missions but without any explanation of what they were.

Happy Summer Sale all! May your wishlists delivery many delights :D

[h2]v3.1.71 - 6/27/2021[/h2]
- Added 4 new character faces - long hair, beards, blue hair!
- Improved Trait mutation paths
- Fixed crash with Mechanic "Ordnance Overhaul" Talent
- Fixed typo for Shock Trooper "Retaliation" can use Talent "Braced Fire" as its counter
- Fixed issue with Coalition Commander having empty mission box during Jyeeta Era

Update #268: Fractured Factions


Update #268 roars into summer with a new and challenging story vignette, Fractured Factions, a much needed fix to type-locked Launch Bays and new card art for orbital ops. The newest storyline will join any existing game after the Coalition has formed and is started by a Contact "Felix Slayer Na'Zee." As always, we want to give a shout out to all of our Kickstarter backers who gave us so many great ideas for stories over the years.

If you're enjoying the new content, please take a moment to leave a review, post some feedback and tell a friend.

[h2]What’s the latest on Cyber Knights?[/h2]
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (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]Fractured Factions Storyline[/h2]
The looming maw of faction politics awaits you in the "Fractured Factions" story vignette. Keep an eye out for the Contact Felix Slayer Na'Zee who will meet you at the starport when landing at a Cadar world. We won't include any more spoilers here, but 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. As the quadrants have reunited, the balance of power is in constant shift ...

[h2]Unlocked Launch Bays[/h2]
Update #267 included a bug that type-locked all launch bays and made it impossible to replace them with any other type of component. This was an unintentional change due to some updates made for the growing modding community and drastically changes the landscape of ship and hull design. We've rolled this bug back and now Launch Bays can be swapped out once again.


[h2]New Card Art[/h2]
With Update #268 we've added 7 new pieces of card art to help increase the visible readability of orbital ops. When you play enough of the ops games, its extremely helpful to just be able to see the card art and grok the hand, so these new cards -- for 3 tiers of ship and crew danger and and updated mission success card -- all improve the pace of play as well as the consistency of look in a very large set of cards.

[h2]Conscription Sort and Ritualized Retreat[/h2]
We've fixed a lingering bug with Sort by Job not working when conscripting enemy crew. Also, the Blade Dancer's Talent "Ritualized Retreat" was previously not dubbed a "Smuggle" Talent and now it is correctly marked.

[h2]v3.1.69 - 6/23/2021[/h2]
- Added new story vignette "Fractured Faction" starting on Cadar worlds with Felix Slayer Na'Zee
- Get tangled up in a web of deadly faction politics
- Multiple possible unique story Ship Components unlocked by story -- top tier new lance weaponry
- Story includes new high powered Contact type, so called "Ex-Naval Commander"
- Story includes chance to earn a new high powered level 11 blade
- Added 7 new orbital ops card art for missions, and 3 tiers of ship and crew dangers
- Fixed issue with all Launch Bays being type-locked as of 3.1.67
- Fixed "Sort by Job" not working when conscripting enemy crew
- Fixed label on Blade Dancer Talent "Ritualized Retreat" to market it as a smuggling Talent