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Star Traders: Frontiers News

Update #230: Slicing the Void


Update #230 launches can be installed at a starport near you in the form of a heap of new exciting ship components that roll out 3 completely new types of effects not previously available through any component. We've also further improved the recently released high level Capital Bridges with these new effects, fixed the launch-preventing bug with the Pallas Freighter and trained the enemy AI ship builder on even more components.

[h2]New Effects[/h2]
With Update #230, ship components can now do some even more exciting things! While your Void Engine sets your Safety Rating, other ship components can now add bonuses (or, in the future, reduce) that up to a maximum of +6 Safety. This can help you offset riskier engine choices.

Second, ship components can now reduce the amount of time spent in hyperwarp jumps. Each jump has its own defined length which you can see relative to other jumps on the galactic map. All in all, these traveling events can add up to a lot of time and ship components are now capable of increasing or reducing that traveling time with ship components to a maximum of -50%.

Finally, to assist with carrier builds we've added a effect dubbed Craft Boost that allows the capital ship to increase the Damage, Hit % and Boarding rolls for all launched craft. The carrier's capital ship systems can now help increase the effective aggressive features of all craft it has launched.


[h2]Two Annexes[/h2]
The Engineering and Navigation Annex have been added in Update #230. Both are medium slot components that provide space for a single officer but also some very powerful bonuses, including Skill points. The Engineering Annex adds +2 Safety Rating and is great for ships that are trying to travel long distances. In addition, the Engineering Annex provides a constant protection against Morale damage over time effects. The Navigation Annex reduces hyperwarp jump time by 15% as well as hyperwarp jump cost by -10 fuel.

The Engineering Annex is Zenrin only while the Navigation Annex is to be found in Alta Mesa starports only.


[h2]New and Updated Bridges[/h2]
Update #230 adds a new Scout-Vanguard Bridge 5 which compares well with the 3 recently added Scout 5 options -- Skirmisher, Hauler and Stealth. For those small ships that want to adjust their component builds away from craft defense, the Vanguard provides a major 30% to Evade Craft Attacks, fully double what the Scout-Skirmisher 5 provides in exchange for its Accuracy bonus and some Armor and Shield. You can only find this extreme craft defense bridge for small ships in Steel Song starports.

Update #230 has also modified the Capital Carrier Bridge 5 to include the all new Craft Boost bonus. This powerful bridge for large-scale carriers adds +12% to the Damage, Hit % and Boarding for all aggressive crafts. It is a new must-have component for those captains looking to built ultra-carriers.

Finally, we've updated the Compact Capital Bridge 4 to include a +1 Safety Rating as well to go along with its significantly lower Mass and solid Skill bonuses, making it a possible contender for the slot for non-combat captains.


[h2]Battle Launch Bays[/h2]
Before Update #230, the highest level launch bays -- the Advanced and Hyperion -- both provided massive Fuel bonuses to help offset the carrier's consumption but did little to support aggressive craft activity. Now, a level 3 and level 4 combat focused launch bays have been added. the Battle Launch Bay at level 3 is available only from De Valtos and is extra shiny with its best in class +15% Craft Boost.
The highly sought after and highly expensive Warhawk Launch Bay could be made by none other than Alta Mesa boasting a +8% craft boost and housing 1 officer. If combined with the Capital Carrier Bridge (as it should be!) these could net a 20% to 27% Craft Boost bonus, making your very larger, very expensive carriers even more deadly.

[h2]AI Training[/h2]
We've worked on training up the enemy AI ship builder on a few additional types of components to help round out their ships, including C-Taks, better use of Fuel Tanks, upgraded Battle Bridges and Mass Dampeners.

Finally, we fixed the Pallas Freighter's bug being 1,000 Mass over at purchase time. If you happened to buy one of these broken ships, sorry you have to keep it (or sell it). Only new ships coming off the line are fixed.


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[h2]v3.0.107 - 9/30/2020[/h2]
- Added 3 New Ship Component Effects: increase Engine Safety, reduce Hyperwarp Jump Time, Craft Boost adds Dmg, Hit % and Boarding to all launched craft
- New Zenrin-only Component: Engineering Annex, medium slot for 1 officer adds +2 Safety Rating and other bonuses
- New Alta Mesa-only Component: Navigation Annex, medium slot for 1 officer reduces Hyperwarp Jump time and other bonuses
- New Steel Song-only Component: Scout-Vanguard Bridge 5 provides +30% to Evade Craft Attacks and other bonuses
- New De Valtos-only Battle Launch Bay trades lvl 3 Advanced Launch Bay's fuel for +15% Craft Boost, combat focused launch bay
- New Alta Mesa-only Warhawk Launch Bay trades lvl 4 Hyperion Launch Bay's fuel for +8% Craft Boost, combat focused launch bay
- Improved Capital Carrier Bridge 5 to include +12% Craft Boost bonus, powerful bridge for large-scale carriers
- Improved Compact Capital Bridge 4 to include +1 Engine Safety bonus
- Fixed issue with Pallas Freighters starting 1000 Mass over
- Enemy AI ship builder is more capable at using C-Taks, Battle Bridges, Fuel Pods and Mass Dampeners

Update #229: Capital Bridges


Update #229 had to come in a bit of a rush because map gen v2 tried to escape the lab in Update #228. We're pushing this update to directly address these issues as well as include some new ship components and some bug fixes to orbital ops.

[h2]Map Gen[/h2]
Changes in prep for map gen v2 in Update #228 and caused a rolling set of bugs with generating new maps under this release. Update #229 resolves all of these issues and puts us back on track to release map seeds v2 soon.

[h2]Rank 5 Components[/h2]
With Update #229, we've added a new set of ship components for your high level ships and especially for capital ships with large bridges.

The Shielded Barracks 5 joins the fun with space for 36 crew and 4 Shielding points in trade for 5 Jump Cost. It can be a nice way to stack up your shielding so you can focus other components elsewhere if you can manage the credit and fuel cost.

Three new types of Capital Bridges have joined the fray -- the Freighter, Carrier and Compact version. The Freighter variation includes bonus cargo and fuel capacity while reducing jump cost and is of course, controlled by Clan Moklumnue. The Carrier Capital Bridge is built exclusively by Alta Mesa with best in class Electronics and Navigation. And finally, the Compact Capital Bridge is available from Clan Zenrin at a reduced Mass of 480 for those capital ships looking to allocate their mass elsewhere. To be completely honest, the Compact and Carrier bridges are casualties of the fast release cycle to fix the maps issue here. Neither are done and both will be improved to be specific to their niche in the next update.

Sold only by De Valtos, the Fuel-Cargo Hold 5 offers 35 cargo and 135 fuel storage. For a much higher price tag, it offers the best in class fuel and cargo storage for those ships that can dedicate large slots to it.

[h2]Orbital Ops[/h2]
We've fixed a bug with how Salvage worked over indie planets where there is no local faction. This removes the issues with the "Faction Rep Bonus" card which had no where to stash the bonus Rep, as indies do not do Rep. We've also improved the card iconography to include better icons for cards that grant Experience.

[h2]v3.0.103 - 9/17/2020[/h2]
- Fixes bug with map generation
- New Components: Shielded Barracks 5, Capital Freighter Bridge, Capital Carrier Bridge, Compact Capital Bridge, Fuel-Cargo Hold 5
- Fixed Orbital Salvage “Faction Rep Boost” Over Indie Planets
- Fixed incorrect icons on some Experience granting cards

Update #228: Sunset in the Void


Update #228 reaches the version number 3.0101, indicating 50 releases in this family (that is, 3.0.x). However, we're very excited to share that this release family is sun-setting with 3.1.x coming in fast. On our Trese Brothers Twitch development livestream last week, Cory debuted a major map preview feature we are buttoning up which allows you to check out maps you are making in the new game before you play which is a key feature of map seed version 2. We're also now getting to a point where we will be sharing map seeds v2 on Twitch and the big release of the new system is coming in just around the corner.

In the mean time, v3.0.x still has some life in it! We're finishing balancing out engines stats as well as introducing new exciting build potential for how to setup your ship operations crew by introducing a slew of new saving Talents. Update #228 also includes Gravcannon updates, changes to 1080p resolution options, upgraded stat display when shopping for ship components and fixes for Traits that should never proc together on the same character, so for everything check the full release notes

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]Improved Crew Builds[/h2]
In response to some great community feedback, we're beefing up the availability of saving Talents for core ship Skills. With Update #228 we've focused on Ship Ops and Electronics, adding 3 new saving Talents for each Skill to different ship operational jobs. These new saving Talent options greatly expand the viable types of crew you can assemble to cover the needs of a ship's Skill Pools and saving Talents. You'll still need core crew, but you've got more room to include specialists who can help cover those spots.

First, the Crew Dog has gained additional utility by gaining an Electronics saving Talent at rank 8 to add to their Ship Ops saving Talent at rank 1. In addition, Engineers and Wing Techs have both gained an Electronics save at rank 8.

Second, to help augment the available Ship Ops saving Talents offered by Crew Dogs and Quartermasters, we've added the Talent type to 3 new Jobs -- Mechanic, Gundeck Boss and Wing Tech. Wing Techs get access to the Talent first at rank 5 while both Gundeck Boss and Mechanics need to reach rank 8 before they can lend a guaranteed saving hand to Ship Ops.


[h2]Engine Adjustments[/h2]
With Update #228, we've made further improvements to the stats to some engines that needed a little more boost to fit into the new scheme. In order to ensure that Warhammers and Behemoth engines are fairly safe, their Safety Ratings have been increased by roughly +1 across the board from the Mass 5000 to Mass 8000 engines. This removes any 4 Safety Rating engines -- which basically could never find a quadrant with Danger below their engine -- from the game and leaves a minimum of 5 Safety.

For Speed and Agility we've made a few more changes to keep the engines in balance. The Mass 8000 Chase Void Engine has gained +2 Agility to fit correctly into the class scheme. Also, to ensure they live up to their price tag and are competitive with other engine types, the Warhammer Void Engines have gained +1 or +2 Agility across the entire line regardless of Mass and the Behemoth engine line has gained +1 to +2 Speed.

[h2]Grav Cannons[/h2]
We've rebalanced the Gunnery values on rank 7 and 8 Gravcannons. More boom!

[h2]Resolution 1080p[/h2]
If you're playing at 1080p and are finding the text too small (playing on a TV, etc) we've made some changes to allow the UI to scale up to 110% instead of maxing at 100%. Give it a try and let us know if it helps!


[h2]Wishlist that Cyber Knights[/h2]
If you're loving Star Traders: Frontiers, its 228 updates, its constant new features and content or just the style of our studio, then be sure to wishlist our next game, Cyber Knights: Flashpoint. Turn-based tactics lovers and XCOM fans are not going to want to miss this one --
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[h2]v3.0.101 - 9/16/2020[/h2]
- Improved Agility by +1-2 points on Warhammer engine line, improved Speed by +1-2 points on Behemoth line
- Improved Agility on M8000 Chaser Void Engine by +2
- Improved Safety on M5000 to M8000 Warhammer / Behemoth engines by +1
- Added 6 new Ship Ops and Electronics Talents across a wider selection of jobs
- New Electronic saving Talents for Engineer (rank 8), Wing Tech (rank 8) and Crew Dog (rank 8)
- New Ship Ops saving Talents for Mechanic (rank 8), Gundeck Boss (rank 8), Wing Tech (rank 5)
- Increased Gunnery of large slot rank 7 and 8 Gravcannons
- Added combat effects like +Void Res to starport upgrade summary screen
- Adjusted UI Scaling option to allow 110% scaling at 1080p
- Prevented Traits "Rigidly Lawful" and "Spice Addict" from mutating onto same character

Update #227: Dry Dock Transport


Update #227 follows quickly on the heals of #226 because of the "Free Fuel" bug that accidentally slipped through in the last update. We know everyone has been enjoying the free cruiser around the galaxy but we've got to get that fixed with Update #227. To assuage the suffering of once again burning Water Fuel, we've added a killer feature from the community request list -- transferring dry docked ships between zones!

[h2]Transfer Dry Dock Ships[/h2]
If you're buying and outfitting a ship, sometimes you really need it to be in a different zone -- to access faction-specific components or to access higher military or economic ratings. Or perhaps you bought it somewhere with a nice discount but not a nice enough starport to do years of upgrades. Whatever the reason, it has long been a pain to move ships around -- you had to swap to them, fly them yourself and then find another ride (i.e. buy another ship) back to the original ship.

We're excited to announce the ability to transfer dry dock ship across the galaxy with Update #227. You can pay a reasonable fee of $100,000 credits per hyperwarp jump and an extra 11% for each Mass class at or above 6000 Mass.


In order to initiate this ferry service, you must first land on the zone where you dry docked ship resides. Then open the Star Atlas -- from the zone, from the galactic map, etc -- and find the zone you want to transfer the ship to. At the bottom of the zone, you'll find a transfer offer and price. Of course, you must meet the requirements of Military Rank 1 and the zone must have 7 Starport or a rare 9 in the case of Indies. If you can afford the fee, the transfer is made instantly -- basically, as fast as you can fly there the ship will be waiting for you.

To all those captains building out a glorious fleet and asking for dry dock transfer, enjoy!

[h2]v3.0.99 - 9/8/2020[/h2]
- Added new feature: pay to transfer dry docked ship from one starport to another using Star Atlas
- Star Atlas now includes a note about any zone that has a ship in dry dock
- Fixed issue allowing free fuel travel within quadrants for low Mass ships
- Fixed issue where starport repair detail text could still report an incorrect timeline for repairs

Update #226: Beating Void-Heart of a Ship


Update #226 comes in as a heavy-weight with an important rebalance to Void Engines across the mass and class spectrum. We're continuing to work through our planned updates and improvements to the meta with some very exciting new things coming once we are able to clear this set of hurdles. We've also added 3 new top tier pieces of gear that your officers or crew (!!) can now equip and fixed a number of minor ship component and story bugs.

If you're enjoying the pace of updates, be sure to leave a review and tell a friend. If you need more Star Traders: Frontiers memes in your day, we're now sharing them, along with news, sales, gameplay vids and more at Star Traders' own twitter account: @StarTradersGame


[h2]Void Engine Rebalance[/h2]
The void engine is part of the daily life on a Star Trader's ship. It is the heart of a ship and its energy fields change Star Traders who live near them, granting long life, makes their diet and medicine so complicated and shutting down many of the body's natural processes.

Update #226 includes two big rebalances for the void engine at any and all mass classes. There will be follow-up upgrades that expand upon these changes, including allowing ship components to modify critical stats like void engine Safety.

First, we've updated Safety Rating display for your engine, getting away from the % scale used. Safety Rating is directly compared to the Danger of Quadrants in its impact on traveling, and so it is now displayed as a simple number, just like Danger.

Second, we've rebuilt the Safety Ratings for every void engine, basing their ratings around their class (Chaser, Longhaul, etc) as well as their Mass grouping. Small ships are no longer inherently unsafe Longhaul engines are now the safest, built for extended traveling conditions. Balanced and Dual-Field engines are next down the list with standard Safety Ratings. Chasers and Travelers are lower in safety than their standard counter-parts with their focus on either Speed or Agility. Finally, Warhammers and Behemoths, huge monstrosities capable of producing the highest Reactor Points in combat have the lowest Safety Ratings.

Finally, for void engines in the the Mass 6000 and above group, there is now a fuel cost per encounter with an enemy ship. This includes encounters during travel as well as those made for missions and any type of orbital ops. The fuel cost can be as low as 1 per encounter up to 10 per encounter for the largest, heaviest combat engines like the Behemoth. Chaser class engines, built for combat efficiency, have the lowest encounter costs in each Mass grouping with the 6000 Mass Chaser still having 0 fuel cost per encounter. High speed Traveler engines have the highest fuel cost to when encountering another ship, while Balanced, Dual-Field and Longhaul engines all have average costs within their Mass grouping. This new fuel tax for large engines may require some changes in play and you might want to use a bit more of your large ship component slots to stock up on fuel.


[h2]Booster Gear[/h2]
Update #226 includes a new level 5 specialist gear now for sale from Contacts, the Interlink Wireset which grants a big boost to Wisdom. Check out the Talents your crew and officers are using and see if you might find a Wisdom boost helpful!

We've also added 3 more exciting gear that can be found via Salvage, the Ultra Heavy Jack, Isotriphate Injector and Betaphate Drip. Each comes with big Attribute bonus -- Fortitude, Quickness and Fortitude again in order. The Quickness boost is so high on the Injector that it had to come along with a -Initiative debuff to keep the peace!

[h2]Some Bug Fixes[/h2]
We've also fixed a bug with Salvage Bay 5 not actually working when salvaging ships and adjusted the Armored Salvage Bay 5 to display its proper bonus, which is 49%, not 54%. Finally, we fixed a bug that could lead to Zette's storyline spawning multiple copies of the same mission.

[h2]Wishlist Cyber Knights: Flashpoint[/h2]
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[previewyoutube][/previewyoutube]

[h2]v3.0.97 - 9/7/2020[/h2]
- Void Engine Rebalance: improved significance of engine safety, rebalanced safety ratings and added encounter fuel cost to larger engines
- Void engines at 6000 Mass and higher now have a per-encounter Fuel Cost (travel, landing, orbital ops)
- Improved Display of Engine Safety to use the same scale as Quadrant Danger as the two are directly compared
- Increased impact of Engine Safety on results of Pilot and Ship Ops failures in dangerous quadrants
- New Attribute Boosting Gear for sale in Specialist Gear level 5: Interlink Wireset (+Wisdom)
- Added 3 new salvage Relics, Ultra Heavy Jack (+Debuff Res) and Isotriphate Injector (+Quickness), Betaphate Drip
- Fixed bug with Salvage Bay 5 not adding bonus while salvaging ships
- Fixed incorrect text in Armored Salvage Bay 5, it adds 49% bonus to all salvage operations
- Fixed bug with duplicate missions during Zette's storyline