1. Star Traders: Frontiers
  2. News

Star Traders: Frontiers News

Update #237: Junker Life


Update #237 keeps hammering on the mission theme and with 8 new missions and all new Salvage Mission types it helps us close out another Content Expansion Goal from our dev roadmap. Since the update and its new missions are all focused on Salvage, this is the moment we've been waiting for to buff the Scavenger Captain's Traits toward these mission activities.

With CATALYST full released two weeks ago and +18 new mission types and 2 major new categories of missions rolled out, we're excited to announce we've hit the content expansion for missions and have officially struck it from the roadmap. The list is getting smaller all the time now. Onwards to Weapons, Armor and Gear!



If word hasn't trickled down from the tippity top of the dome, seeped through the cracked concrete down to your safehouse, we've got news for you about our upcoming turn-based cyberpunk RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes elements of stealth, hacking and tactical combat with deep RPG elements and base building. You'll want to Wishlist this puppy today because -- that's right, you can get cyberdog and cybercat companions. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

[h2]@StarTradersGame is out of drydock on twitter![/h2]
You may already be following us on Facebook and on the @TreseBrothers twitter, but we're now sharing news, sales, gameplay vids, guides & tips from the forums & discord, streams, memes, and more on Star Traders' own twitter account: https://twitter.com/StarTradersGame


[h2]Salvage Missions![/h2]
Those Contacts who offer Salvage Missions just got a lot more serious about it! They will now replace their usual Conflict-related mission offer with an offer to run Salvage Missions at any Salvage Rumor you already know. They rely on your intelligence to uncover the Rumors, so you need to either use your own Traits, Talents or their Learn Rumor service to track down viable Rumors. Once granted, you can play the Salvage Mission like a Patrol or Blockade Mission, hunting that all important golden card. Watch out -- orbital salvage can be a harsh master. In my last testing run, I made $200,000 credits in rich salvage, lost 2 crew members to death saves, killed 2 bands of pirates, got one of my Contacts killed, gained a Relic Weapon and finally completed the 2 Salvage Missions I had been chasing to the tune of $400,000. Whew, what an exciting couple of weeks!

This new capability of the mission system also opens up the future potential to make more missions that are driven by Rumors -- embargos, civil unrest, artifact finds and more, oh my!


[h2]Scavenger Captain Traits[/h2]
With the new Salvage-based missions arriving, we've taken this moment to buff both of the Scavenger Captain's starting Traits. First, the Junker Trait now includes a +10% chance to draw Salvage mission cards along with the ability to repair whenever salvaging. Second, we've changed when the Roughneck Trait runs to make it far more effective. Previously running only when the Captain spiced, it is now run whenever the crew spices which vastly increases the chances of turning up new and exciting Salvage Rumors -- which you need for your Salvage missions!

Also, the Junker Trait now grants a repair bonus when salvaging at the wreck of a xeno ship, so enjoy that.

Not to mention their rank 11 "Rescue Mission" Talent finally makes sense =D


[h2]Ship Component Fixes[/h2]
A huge thanks to everyone in the community posting different issues and bugs. We fixed a mix up in the shopping categories for Mass Modulators and Reducers with #237 as well as fixing the price on the newly introduced Reinforced / Shielded Passenger Cabins and Prison Cells.

Finally, we fixed a longstanding bug that has been kicking around, Salvage Bay 5s were not working in some of the conditions of salvage.

[h2]v3.0.121 - 10/28/2020[/h2]
- Added new type of Missions -- Salvage missions to zones with Salvage Rumors
- All new way to run missions in the highest risk/reward orbital operation
- Added 8 new multi-step Salvage missions -- high risk and high reward!
- Improved Scavenger Trait "Junker" to add Salvage Missions start with +10% chance to draw Mission card
- Improved Scavenger Trait "Roughneck" so it runs whenever anyone spices, not just the Captain -- far more effective
- Increased availability of Intel and Scientific Intel missions from interested Contacts
- Added new score to captain's log scores -- number of crew battles faced in explorer
- Fixed issue where Scavenger Trait "Junker" was not properly firing against xeno ships salvaged
- Fixed issues with Salvage Bay 5 and salvaging bonus when destroying human ships
- Fixed category organization issues in Mass Modulator and Reducers
- Fixed prices on Shielded/Reinforced Passenger Cabins and Prison Cells
- Improved display of faction in mission that are anti-Hunna

Update #236: Secrets Unbound


Update #236 takes the new features of CATALYST and injects them straight into the mission system with uncompromisingly awesome results. We've added an entirely new class of mission -- freeform gathering of Scientific or espionage Intel -- along with a new mission giver type to help Contacts like Court Scientist focus on an even more sciencey agenda than before. On top of the major burst of mission activity, Update #236 rounds out Scientific Intel missions with a new Doctor rank 8 and 11 Talent and a new Engineering rank 8 Talent as well.

With CATALYST full released and through its early patch cycle, we are now turning our attention back to the dev roadmap. First to fall will be -- as indicated by this update -- the +100% Missions. Now that Intel and Scientific Intel missions are in, next up will be Salvage Missions to strike the item from the list. Then, onwards to Weapons, Armor and Gear!


If word hasn't trickled down from the tippity top of the dome, seeped through the cracked concrete down to your safehouse, we've got news for you about our upcoming turn-based cyberpunk RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes elements of stealth, hacking and tactical combat with deep RPG elements and base building. You'll want to Wishlist this puppy today because -- that's right, you can get cyberdog and cybercat companions. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]New Mission Frontier[/h2]
Update #236 opens up an entirely new frontier for self-directed Missions in Spying, Exploring and Salvaging. The addition of Missions that require you gather Intel and Scientific Intel from specific sources bring a new type of challenge to these operations. A captain who excels at direct Spying missions will want a certain set of Talents to seek out and obtain the golden Mission card, while a captain who excels at Intel gathering missions will need a different set of Talents -- to flip for Intel or Scientific Intel -- along with reward Talents that increase Intel gather and a ship that can further boost those rewards.

Intel gathering missions come in a few forms including -- gathering Scientific Intel, gathering generic Intel (any faction or conflict), gathering faction specific Intel (single faction, any conflict) or the most expensive and difficult to obtain, Conflict Intel (one specific Conflict). Often these missions have a follow up set of steps that draw you deeper into your Contact's purpose and scheme.

These new missions also open up a new way to use Intel. Where before Intel was always a lower credit reward for higher Reputation and Influence, if you chose to sell your Intel into these Missions you now make Mission money (much higher!) and Mission Rep and Influence changes (when compared to selling Intel directly much lower).

We can't wait to see these play out in the game and hear your new stories, captains. As mentioned above, more Mission types are coming!


[h2]Science Mission Giver[/h2]
We've also added a 16th mission giver type, that of Science Missions. Previously, these Contacts gave Explorer Missions. Science Missions is a derivative of Explorer Missions with a higher weighting on Scientific Intel missions and these Contacts are less likely to engage in Smuggling and other underhanded acts.

[h2]Doctor and Engineer[/h2]
Both Doctor and Engineer gained new Talents with Update #236, two of which help round out the availability of Scientific Intel Talents. The Doctor can now replace a risk card in Exploring with a Scientific Intel reward card at rank 11 and the Engineer can help boost the price of all Scientific Intel sold to Contacts.

Finally, to ensure the Doctor's position commands the proper respect aboard a starship, they have gained a rank 8 Talent to save Command Skill rolls.

[h2]v3.0.119 - 10/21/2020[/h2]
- Added new type of self-directed Missions -- gather Scientific, generic, Faction or Conflict-specific Intel
- New way to convert your Intel gathering abilities into high credit rewards with lower Rep and Influence gains (mission money, mission rep)
- Added 4 new types of Scientific Intel focused missions with unique follow-ups and conditions
- Added 6 new types of Intel focused missions with unique follow-ups and conditions
- Created new Mission Giver type for Contacts who "Offer Scientific Missions" to find Scientific Intel, Explore and Salvage
- Improved Intel creation details for Intel created by Boarding Talents, properly linking to origin system
- Added 2 new Talents for Doctors -- "Professional Respect" Command saving Talent at rank 8, and "Sawbones Seeker" replaces Exploring risk card with Scientific Intel
- Added new rank 8 Engineer Talent "Contemplative View" increases the price of all Scientific Intel sold to Contacts by 30% + Electronics
- Fixed issues with Field Distortion Log Entries during Radiation Storms
- Fixed issues with Talents not triggering during planetary Ion Storms

Update #235: Catalyst Unbound and 45% off sale to celebrate


Update #235 is the third update this week of the 45% off sale to continue to drive features and improvements for the new Scientist profession and Job released in the Major Milestone CATALYST. There has rarely been a better time to step on to the bridge of a ship and explore the void with this new systems, playstyle and job now available. If you haven't seen CATALYST and the addition of Scientific Intel to the game as a new play style, be sure to check it out below. With Update #235, we've added a new Javat-only flagship carrier, improved the Talent Manifest for all Science Talents and completed some important rebalancing and expansion of the prisoner and passenger component types.


And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.

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


[h2]Javat Launches the Mortifor Carrier[/h2]
The Mortifor Carrier embodies exactly what you'd expect from a Javat flagship. Weighing in at 8000 Mass, the Mortifor boasts best-in-class starting Armor and very strong starting Shielding. Packing 42 crew and 7 officers it also allows for 5 max craft, running neck and neck with the Skylift and Harbinger Carriers. Where the Mortifor shines like no other 8000 Mass ship is in its 15 small slots (!!!), 8 medium and 6 large slot component layout. Coming off the starport line with a Traveler Engine and 3 hangars for craft, the Mortifor is ready to engage at a starting price of $2.4m.


[h2]Scavenger Returns![/h2]
The last update, Update #234, accidentally bopped Scavenger off the profession list. Scavenger is back with Update #235 and Scientist has stayed so all is now right in the void. For just a minute. Before the next xeno attack. Enjoy it :D


[h2]Talent Manifest[/h2]
We've caught up with the Talent Manifest after the round of new Talents being released by adding the Scientist's selling of Scientific Intel as well as the Explorer and Salvage Talents that add Scientific Intel cards.


[h2]Passenger Cabins, Prison Cells and Wards[/h2]
With Update #235, we've expanded into a progression for passenger cabins, prison cells and wards. we've added 4 new component options for higher price tag that allow you to upgrade your standard small slot cells and cabins. You can bulk up to include either Armor with the Reinforced Passenger Cabin or Shields with the Shielded Passenger Cabin and the same options are available for small slot Prison Cells.

In addition, we've pushed the Interrogation Ward to be a second tier component by creating a lesser large slot Prison Ward which holds 4 prisoners and offers +5% Shielding. Interrogation Ward -- which creates valuable Intel -- is now a second level large slot component that holds 4 prisoners and costs a bit more to install.

Finally, to ensure the balance stays correct across these critical mission components, we've pushed the jump cost for all of the large slot components higher.

[h2]v3.0.117 - 10/17/2020[/h2]
- New Javat-only Ship: Mortifor Carrier (8000M Heavy Carrier)
- Fixes issues with Scavenger profession
- Improved Talent Manifest: Added Science Intel Cards, Scientific Record Sales
- New Components: Reinforced Passenger Cabin, Reinforced Prison Cell, Shielded Passenger Cabin, Shielded Prison Cell
- New Component: Prison Ward is the starter large slot prison component, holds 4 prisoners and does not create intel
- Improved large slot Interrogation Ward to hold 4 Prisoners and doubled price to install
- Large slot prisons and passenger suites increase jump fuel cost
- Fixed formatting on some Explorer & Salvage Cards

Update #234: Scientist Profession and 45% off sale to celebrate


Update #234 is a follow on update to the Major Milestone CATALYST that further expands the new systems, playstyle and jobs available there. If you haven't seen CATALYST and the addition of Scientific Intel to the game as a new play style, be sure to check it out below. With Update #234, we've added a new captain profession (SCIENCE!), a new rank 15 Exo-Scout Talent and 2 new Contact types.

And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.

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


[h2]Scientist Profession[/h2]
Update #234 adds the Scientist as a full blown starting profession you can add to your new captain templates. With two powerful unique traits -- Theoretical and Cerebral Seeker -- the Scientist captain excels at a strategic mix of Exploring, Salvaging and xeno hunting to reap Scientific Intel at every turn. Great for multi-Jobbing with Explorer, Doctor, Scavenger and more, the Scientist captain rounds out the new and exciting angles of play here.


[h2]New Contacts[/h2]
A new starting Contact -- the Court Scientist -- and a Contact created only by the simulation -- the Academy Consul -- are both interested in buying Scientific Intel and recruiting Scientists along with offering a mix of other exciting services like Trait-driven Black Market access, a mix of Permit, Rank and Edict as well as Introductions, gear and more. Keep an eye out for these new players and consider the Court Scientist when setting up your new Scientist captain templates.

[h2]Exo-Scout Rank 15[/h2]
Exo-Scouts gain new rank 15 Talent, Earned Revelations that replace risk card with Scientific Intel reward cards. Only the most veteran and highly capable exo-scouts have the chops to record valuable Intel from their exploration missions but those who can stand to make a killing among their network of contacts.

[h2]v3.0.115 - 10/14/2020[/h2]
- Scientist is now available as a Captain profession with 2 unique captain traits, Theoretician and Cerebral Seeker
- Added new starting Contact type, Court Scientist who purchase Scientific Intel and recruts Scientist
- Added new proc-gen Contact type, Academy Consul who purchase Scientific Intel and recruts Scientist
- Exo-Scouts gain new rank 15 Talent, Earned Revelations that replace risk card with Scientific Intel reward cards
- Fixed issue with Repair/Explorer skill in new game templates
- Fixed reported crashes

Major Milestone "CATALYST" and 45% off sale to celebrate

Last edited 10/13/2020 @ 2 PM EST - we've released patch 3.0.113, see release notes at the bottom

With Update #232 we're hitting another major milestone, dubbed SCIENCE with huge raft of new content, a new playstyle to chase and a 12% raise to the maximum level cap.

Major Milestone CATALYST introduces the Scientist who can fill the iconic position aboard your starship as your Science Officer or perhaps your xenobiologist or part time xeno hunter. Your Scientist eagerly seeks the unknown -- and in the void the unknown is inexorably intertwined with the dangerous. Along with the Scientist comes an entirely new type of Scientific Intel that can be gathered when encounter xeno, exploring, salvaging or traveling space under terribly conditions such as Radiation Storms.

This Milestone also raises the level cap from 40 to 45 and all jobs have had their max level expanded from 32 to 36. This is a major new infusion of Skill points for everyone and up to 2 new Talents for both Captain and Officers.

And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.

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

To keep up with all the latest news, sales, gameplay vids, guides & tips from the forums & discord, streams, memes, and more, follow us on the Star Traders' twitter account: https://twitter.com/StarTradersGame


[h2]Scientist Job and Scientific Intel[/h2]
Major Milestone CATALYST comes with a new Job, but not just any new Job -- the highest community requested, the venerable and respected Scientist or Science Officer, if you chose to promote. The Scientist is a powerful supporting character bringing Doctor, Explorer and Command Skills to the ship. From a Talent perspective, the Scientist can play in both Orbital Salvage and Explorer, knocking out and replacing risk cards or boosting results.

But where the Scientist truly shines is in the discovery and capture of a new type of data -- Scientific Intel. Startling observations, dangerous new concepts, recorded anomalies, encounters with the other can all produce Scientific Intel when cast through the lens of a trained eyed -- the eye of the Scientist. The Scientists Talents and 5 new cards added across Salvage and Explorer can impart this valuable and dangerous knowledge in the form of Scientific Intel.

Like espionage-based Intel, this Scientific Intel is highly prized by Contacts and 14 Contacts will now buy Scientific Intel, including 5 of the Starting Contacts. Mostly, these are a Contacts who did not previously buy Intel and now have a new angle through which you can increase their Influence and Rep, but a few are swap overs from Intel to Scientific Intel. The new rules and system have also touched on a huge number of Contact Traits that will recruit Scientists or prefer to purchase Scientific Intel if possible or will pay heavily (Cult Leaders!) for the secrets, often farmed directly from xeno encounters.

Scientists can be promoted or recruited during Academy Graduations or from Sage of Records, Medical Provost and Xenologist Contact Types.


[h2]New Level Cap 45[/h2]
For those veteran captains still sailing the void after 70 years and reaching the level cap of 40, we've made a major lift with CATALYST to open the gates all the way to 45. This also includes a big uptick in maximum job level from 32 to 36. The job levels are especially exciting as they come with a solid chunk of Skill points which we've used creatively to fill gaps, catch up certain off skills, or double down on the primary skill. On top of the extra Skill points, the Captain and Officers both net a total of 2 Talents, giving you even more powerful build options.


[h2]Zenrin-only Vark Carrier[/h2]
The Vark Carrier is a technical marvel and the heaviest 6000-class hull architecture ever devised. While the exact details of the design are a tightly-held Zenrin secret, the build borrows heavily from the expertise of Zenrin's friends among the Star Trader Houses and Clans. While the Vark is heavily shielded and armored, the massive hull is built around the Traveler Void Engine, rather than the Dual-Field popular on large warships, strictly for speed. Zenrin Captains, and the fearless aces of small craft combat stand ready to face any Xeno threat, no matter how distant. Among the 6000-class ships, the Vark Carrier is the only one capable of docking 5 craft.


[h2]And More[/h2]
We've also updated the rules for the Spice Festival Rumor to further reduce Trade Law, now applying a massive -4 over the previously -2.

And, for those Spies selling traditional Intel, we've bumped up the price of Conflict Intel to which the Contact is directly related by more than 50%.

We've also fixed the Armor/Shield stats on Performance Hyperwarp Drives and rebalanced the prices of both Neutiquam Cruiser and resolved its issue of having 8/7 Officer Cabins.

[h2]v3.0.111 - 10/12/2020[/h2]
- Increased max level cap to 45 for all Captain, Officer and Crew -- new Job and Talents points!
- Increased max level of all Jobs from 32 to 36 -- more Skill points!
- Added new Zenrin-only ship, the mighty Vark Carrier (6000M Zenrin, heavy attack Carrier)
- All new Scientist Job seeks the unknown in the void to gain Scientific Intel and bonus Experience
- All new type of Scientific Intel can be gathered through ops and Talents and sold to interested Contacts
- 14 Contacts including 5 starting Contacts now buy Scientific Intel
- Added 3 new Orbital Salvage cards and 2 new Explorer cards with Scientific Intel rewards
- Scientists can be recruited from Sage of Records, Medical Provost and Xenologist
- Added new Contact Trait Technologist, increases price for Scientific Data and recruits Scientists
- Contacts with Tinkerer, Techno Addict, Heritage Hunter, Xeno Obsessed, Cult Leader, Collector and Researcher all buy Scientific Intel at better prices
- Contact Trait Researcher will enable buying Scientific Intel if the Contact doesn't already buy Intel
- Scientist is recruitable during Academy Graduation Rumors and in any Spice Hall in the Jyeeta Brood quadrant
- Spice Festival Rumor now reduces Trade Law by -4 instead of -2
- Increased the sale price of Conflict Intel when the Contact's faction is involved in the Conflict
- Fixed issue with Neutiquam Cruiser having 8 officer cabins
- Fixed issue with Performance Hyperwarp Drives having too much armor/shield
- Increased price of Neutiquam Cruiser by $500K
- Increased price of Extremis Carrier by $425K

[h2]v3.0.113 - 10/13/2020[/h2]
- Increased chances of Scientific Intel Cards appearing during Explorer & Salvage
- Scientific Intel now appears more often during Xeno Fleets, Jyeeta Incursions and Radiation Storms
- Reputation gains from selling Scientific Intel buffed by 12%
- Fixed issue with all Diplomat Talents requiring incorrect Job Rank