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Top Gun July Community Challenge

[h2]End of Month Wrap up:[/h2]

(original challenge description below)

This last month you all have been riding the Highway to the Danger Zone with your Top Guns. You’ve dealt with them only firing when they are good and ready and put up with them buzzing your bridge.

It’s been a lot of fun reading your stories and hearing about you and your pilots’ adventures. If you want to catch up on the fun, you can check out the challenge discussion thread and head to our Discord and go to #top_gun_challenge.

[h3]Some highlights:[/h3]

LordofSyn, for giving us the fashion crime of the challenge, but also check out that glorious mustache. It definitely deserves a prize.



Scathe, for the many captain’s logs highlighting the adventures of their pilots and their kill totals. Particularly enjoyed the stories of intrigue with an officer trying to steal titles to ships and jealousy, when the top pilot was passed over for a promotion in favor of a longer standing member of the crew. Check out these stats on their Top Guns!



Lord Duluth, not only for the stories about their 3 pilots, but for telling us about the Bounty Hunter/Xeno Hunter/Soldier who really wanted to let everyone know that they would be an excellent pilot. No really, just look at those traits!



Well done, Captains! There are so many more of you who participated in the challenge, sharing great screenshots and stories; thank you all! Even though July is over, we would love to hear about your try at this challenge (or any of the previous community challenges) any time you’re looking for a fun twist to your playthrough.

[h3]Stay tuned for future challenges![/h3]



Hello, Captains. It’s time for the July (and a little bit of June) 2022 STF challenge. Ride the Highway to the Danger Zone in our Top Gun Challenge! We want to see and hear the stories of your hot shot pilots and their exploits. Who buzzed the bridge after a battle? What happened during their shore leave beach volleyball game? Do they have the need, the need for speed?

This is a carrier craft challenge. With the recent release of Update 299, you have access to a new starting carrier ship if you've completed the "Hunt the Hunter" unlock (or are playing the moddable version), in addition to all previously available options. Here is the outline of the guidelines for this challenge:
  • Fly a carrier ship or install a launch bay onto the ship of your choice
  • Have at least 3 wing pilots
  • Use any mix of Bomber, Interceptor and Boarding Shuttles
  • If you wish, use Custom Difficulty and max out Profit Boost to help accelerate getting ships, pilots, etc




While this is a carrier craft challenge, we want to hear about your Wing pilots. Tell us about their lives, their adventures, and their careers through screenshots, narrative write ups, stats, memes, etc. You can share them here or in our Discord. At the end of the challenge, we will highlight several of your Top Guns.



[h3]Show us your pilots and boast about their exploits with:[/h3]
  • Screenshots of your elite pilot team and (if they are lucky) their fabulous mustaches
  • Stories of your pilots’ daring (perhaps dangerous) actions during battle, what they got up to at the spice hall, and how they came to be a part of your crack pilot team
  • Stats on their battle prowess, battles won/lost
  • Your own creative edits / showcases / celebrations of your pilots' adventures

No matter what you choose to share, please include one screenshot of your pilot team! We want to see your aces, your hot shots, and your pilots that like to bend the rules.

If you post in the Discord, please post in the #top_gun_challenge channel in the STF category.

We've also opened up a discussion on the general forum for all posts, questions and shares for this challenge!

Fly into the Danger Zone, Captain. Looking forward to hearing about your pilots!

Save 50% on Summer Sale + Update #299: Carrier Update


It is a hot time of the year for sales, so sit down in the cool captain's chair in your air-conditioned bridge (you bought the AC upgrade, right?) and command your ship and crew across the icy void. Come one, come all, join us in Star Traders: Frontiers for the Steam Summer Sale. This is the best price you'll see until Cyber Knight's: Flashpoint launches, so don't miss this one.

Update #299 is a major carrier update, releasing the first and only starting carrier, the mighty Shizari Huntress. This also opens the door for modders to add their own starting carriers if they please. We've also added a new contact, improved the orbital UI to make spotting Contact's easier and fixed a small pile of other things suggested by community members.

If you're enjoy the game, the pace of updates and all the free (299 updates ... no DLC ... wut?) updates, please remember to share the game with a friend and leave a review!

[h2]Our upcoming heist RPG is on the way![/h2]
Right now ~1,000 of the Kickstarter backers for Cyber Knights: Flashpoint have access to the game’s private alpha and are giving us great feedback as the game gets closer to Early Access. We also have some public demos on our roadmap for events coming up this fall. Make sure you’ve wishlisted and followed Cyber Knights for news and a special discount when it’s released!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]Starting Carrier[/h2]
When setting up a new captain, you can now start your game directly with the Shizari Huntress, a light-service carrier that bristles with long range weaponry as well as auto-cannons to augment its launch bay and dual hangar bays. This new priority (A) ship requires the challenging "Hunt the Hunter" unlock (or, you can play the modded version of the game without mods to skip unlocks entirely) but comes with an extra $60,000 of valuable craft installed in its hangars. The default configuration is a Wing Leader flying a Interdictor and a Wing Bomber flying a Bomber.

For modders, ship components have also gained a new field "defaultCraft" which can be used to indicate what craft a component should slot when its being used for a starting ship, and the matching crew will join the ship as well.


[h2]Spice Hall Presser[/h2]
Hanging around the spice hall, the presser is an unforgiving type of Contact, rounding up potential Pilots and helping them find their way to a captain who needs more hands. The Presser offers Pilot recruits, discounts on Spice and direct access to the Black Market. With the 4 new Contact types added in the last update, this latest push has greatly expanded the ability to get access to all the different recruit types you might need directly from Contacts, where the highest recruit levels and best Attribute bonuses are available.


[h2]Contact Hover[/h2]
When visiting a system's orbit screen, you can now hover over the Contacts icon over either of the zones to see exactly which Contacts are there. This can be especially useful on systems with 2 zones and multiple Contacts to avoid landing at the wrong spot.

[h2]More Fixes[/h2]
As usual, we've got a pile of other fixes thanks to everyone posting daily here on the Steam forums:
  • Resolved the text overruns that were showing up on some resolutions for the new starting Contacts added in #298.
  • Fixed an unlock image for Specialty Acquisitions which was actually a ship but just showed a big ?.
  • Improved the screen flow for selling Intel / Scientific Intel to match other Contact services (subscreen closes on use).
  • Adjusted more engine burners to be bettered centered.
  • Improved spawn rates for 4 new Contact types added in Update #298.

[h2]v3.2.49 - 6/25/2022[/h2]
- Added new starting carrier ship Shizari Huntress (unlock "Hunt the Hunter") to (A) priority
- Light service carrier packs long range weaponry, auto-cannons and dual hangars
- Added new Contact type "Spice Hall Presser" who recruits pilots, offers spice discounts and Black Market access
- Contact hovers in system orbit screen list all Contacts by type and name
- Fixed text overruns for new Starting Contacts on some screen resolutions
- Fixed missing unlock image for Specialty Acquisitions
- Screen flow when selling Intel or Scientific Intel to Contacts matches pattern for all services
- Adjusted visual engine burners for Galtak and other ships during Hyperwarp jumps

Update #298: Who You Know?


Stemming from an excellent conversation on the Steam forums, Update #298 adds 4 new starting Contacts to help balance out the mix of starting Contact recruits and services. With these 4 new starting options, we've also addressed a number of requests and bugs posted by the community in the last week -- all rolling up into an exciting new release.

A huge thanks goes out to everyone posting on the Steam forums, sharing the game and leaving reviews. Your time and effort helps us keep developing and improving Star Traders: Frontiers as we near an exciting Update #300.

[h2]Want more Trese Brothers sci-fi?[/h2]
We always love seeing how many of you have pieced together the lore of Star Traders from the stories within, and enjoy the flavor of this universe your Captain is a part of. In our next game, we’re telling a very different sci-fi story but with the same depth we bring to all our worlds. Check out the dark-future feel of our upcoming cyberpunk heist RPG, and wishlist it today!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]4 New Starting Contacts[/h2]
Four new unlockable Contacts have been added with Update #298, adding more options for key servicesl like Combat Armor and filling in missing melee recruit options. If you dislike playing with unlocks, keep in mind that you can just play the modded version without any mods and skip unlocks altogether.

The Palace Guard (unlocked by Wraithful Corsair) is charged with defending palace visitors, royals and diplomats and can recruit Bodyguards, offer Introductions and has connections both for Edicts and Military Rank.

Cruising the underground with a pack of ruffians and an eager blade, the Smuggler Rover (unlocked by Salvage Contractor) is likely to rob those they don't respect. If you can earn their respect, they recruit Blade Dancers, offer the Black Market, sell Rare Trade Goods, and have some connections above-the-shadows that allow them to offer low level Permits.

Trained at the academy and hardened in fleet service, the Naval Doctor (unlocked by Pit Fighter V) has returned from their tour of duty and now works within the grav military. They can recruit Combat Medics, SellsArmor, Buy Intel and offer Military Rank as well.

The Retired Blademaster (unlocked by Master Adventurer) was once a deadly duelist or a revered Blade Dancer. Now, retired to their residence or school, eager fighters come to train at their feet or to hear the tales of their warrior days. The Retired Blademaster can recruit Swordsman, Sell Weapons and has their ear to th ground for Recruit Rumors.


[h2]Quality Updates[/h2]
With Update #298, we've also ensured completed a few more tasks for the community:
  • Hitting ESC and then clicking to go to the Main Menu always works, it only worked sometimes before
  • The Hunna and Templar factions are always visible in the faction list
  • The new Caliga Vindex (if you buy a new one!) has a better setup with the correct number of officer cabins.
  • Fixed position of engine burner for some ships during Hyperwarp jumps -- we appreciate the reports!

[h2]v3.2.47 - 6/21/2022[/h2]
- Added 4 new unlockable Starting Contacts
- Palace Guard (unlock Wraithful Corsair) recruits Bodyguards, offers Introductions, Discounts Fuel, Rank, Edict
- Smuggler Rover (unlock Salvage Contractor) recruits Blade Dancers, Black Market, Rare Trade Goods, Permit
- Naval Doctor (unlock Pit Fighter V) recruits Combat Medics, Sells Armor, Buys Intel, Rank
- Retired Blademaster (unlock Master Adventurer) recruits Swordsman, Sells Weapons, Recruit Rumors
- Hunna and Templar factions are now always shown in faction list
- Fixed issue with ESC > Quit to Main Menu not working in ship or crew combat sometimes
- Repositioned engine burners for some ships, including Longbolt, during Hyperwarp jumps
- Fixed too many Officer Cabins on Caliga Vindex

Update #297: Shards of Kraesline


Update #297 breaks out an all new Rare Trade Good, an all new 2400 Mass class ship with 6 officer slots and the long-requested option to gain more Hunna Contacts. Along with some key rebalances to improve Orbital Salvage, this one is full of exciting adds for your captain. Sell some Shards, buy a new ship, join the Hunna? Thanks to everyone posting feedback here on Steam and helping us continue to develop and improve this game.

[h2]Keep this game growing![/h2]
After four years of updates, Star Traders has received a lot of love, long past release. To keep it going, Andrew & I rely on two things: reviews for this game, and wishlists for our next! Reviews for Star Traders keep the game visible on Steam, please write a few words for us if you have a minute.

Meanwhile, wishlists for our upcoming cyberpunk heist RPG help us plan for the studio’s future (which includes future Star Traders games 😉). If turn-based squad tactics, creative stealth & hacking, and a unique 23rd-century dark future world sound like your thing, add to your wishlist today!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]Steel Song Caliga: 6 Officers at 2400M[/h2]
The Caliga Vindex is built for Steel Song bounty hunters and clan assassins -- and rumored to have been designed in the first place for use by Faug Daen operatives. Architected for boarding, the Caliga has light weapons, solid defense and extreme speed. Appointments for six private cabins make it very attractive to Captains who prize officer space over all else. Coming in at a cool $1.8M, this is a small fast, ship that is touchy to configure by standout for its officer capacity.


[h2]New Rare Trade Good: Shards[/h2]
This update has added a new Rare Trade Good, the Kraesline Shards. Know to be highly unstable and dangerous to transport, these goods can only be sold at Orbital Stations or Tradeways. However, they are in high demand to be used in new and developing industrial processes to refine both spice and duranium and are know to boost both the quality and profits of such processes.

Kraesline Shards are rare, expensive and highly illegal. In addition to their high profit margins, they an above average impact on a Contacts' Influence when they are sold.

Outside of purchasing Kraesline Shards from a Contact, this RTG can also be found in stashes recovered while Salvaging.

Kraesline Shards will only appear as Rare Trade Goods for a specific quadrant in newly generated maps. However, they will appear in recovered stashes from Salvage in any game regardless of when it was started.

[h2]Hunna Contacts![/h2]
While a little late for the Hunna Snakes challenge (if you haven't given it a try, its a ton of fun and never too late to join in!), we've updated all cards that can create Contacts during Salvage to have a chance to also reveal or create Hunna Contacts as well as making these cards overall more likely to appear.

[h2]Salvage Cards[/h2]
With Update #297, we've increased the XP rewards from XP cards drawn during Salvage if you are crazy enough to salvage while under an Ion Storm or Radiation Storm Rumor. Also, in the cases when Jyeeta Debris Field cards can appear -- during the Jyeeta Era, during certain Rumor events, and afterwards -- we've increased the chance that these cards will appear to ensure their threatening presence is properly felt.



[h2]v3.2.45 - 6/15/2022[/h2]
- Added all new Rare Trade Good: Kraesline Shards
- Added 'Kraesline Shards' to loot tables for recovered stashes
- Maps generated may now contain Quadrants that supply Kraesline Shards
- New Ship: Caliga Vindex (Steel Song, 2400M Officer-Focused Space Yacht)
- Salvage Cards that create Contacts can now create Hunna Contacts
- Greatly increased spawn rate for 'Contact Rescue' Salvage Card
- Increased XP bonus Cards for Salvaging during Radiation Storms
- Increased spawn rate on 'Jyeeta Debris Field' Salvage Card

Update #296: Interdiction Scourge


You can hear the Interdictor engines screaming as they whip out of the launch day -- one, two, three rushing headlong into the void, rushing to meet the incoming torpedoes and bomber wings. Update #296 dives back into the high-adrenaline life of a defensive Wing Leader and helps buff up their ability to stop incoming Bombers from reaching the capital ship. Also, with this update, we've rebalanced and tweaked how all anti-Radiation and Ion Storm Talents work (better!) so check that out as well. A huge thanks to everyone posting feedback, the great discussions about balance.

If you are enjoying the on-going updates, be sure to tell a friend and leave a review.

[h2]Want more Trese Brothers sci-fi?[/h2]
We always love seeing how many of you have pieced together the lore of Star Traders from the stories within, and enjoy the flavor of this universe your Captain is a part of. In our next game, we’re telling a very different sci-fi story but with the same depth we bring to all our worlds. Check out the dark-future feel of our upcoming cyberpunk heist RPG, and wishlist it today!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]Defensive Interdictors[/h2]
With Update #296, we've integrated some great feedback from the community (thanks @Innocent!) to help improve the balance in favor of defensive Interdictors having a better shot at really stopping enemy bombers from reaching your ship, even as they shoot down incoming capital ship long-range fire.

First, defensive Interdictor Initiative has been adjusted to always trump that of Bombers. Therefore, defensive Interdictors always get an attack against an incoming Bomber before it can complete its bombing run, removing the chance that the Bomber wallops your capital ship and then your Interdictor shoots it down.

Second, we've fixed a long-standing issue (which also could cause a crash at times) where the Wing Tech "Knock from the Void" Talent could conflict with an Interdictor's targeting choice and cause the Interdictor to miss its turn because its target was Knocked. Interdictors are now coordinating with your ship's Wing Tech to make their choices around this and will never waste a turn, assuming there is another Bomber target. If a target is Knocked from the Void, then it is not subject to any attacks for the turn (that has always been the rule).


[h2]Anti-Radiation and Ion Storm Talents[/h2]
Navigators, E-Techs, Engineers and Scientists all provide Talents to help shield your ship and crew from Radiation Storms (quadrant) and Ion Storm (system) Rumors. With this update, the balance on these Talents has adjusted a bit, as some can provide additional XP or even create Scientific Intel. All of the Talents now shield your ship and crew from the ravages of the storm while still capable of granting additional bonuses (the XP boosters / Intel creators used to not shield you...). In addition, while you have the Talents on cooldown, these have gone from a partial shielding (reducing damage) to a full shield (no damage). So, stocking up on a few crew members with these capabilities is even more helpful now for your ship than before.

To offset this balance shift, we've adjusted the cooldown on these Talents by a small amount -- +1 week for the regular shields and +3 to +4 weeks for the ones that pack extra bonuses.

[h2]Additional Fixes[/h2]
With #296, we've also fixed a search string issue with searching contacts (you could search "sells weapon" but needed to search "buy Intel") and updated the hover text to be clear -- buys / sells is correct in all searches.

We've fixed a visual display issue in upgrading components where the bonuses from your components stacked every time you opened the screen (+4% ... then +8% ... then ...) -- now the values stay correct in the display all the time.

Finally, thanks for the report on the broken hat -- the character's hair no longer sticks out through hats :D Derp!

[h2]v3.2.43 - 6/1/2022[/h2]
- Defensive Interdictors always trump attacking Bombers Initiative
- Knock from the Void Talent no longer crosses badly with defensive Interdictors and prevents bombing attacks
- Improved effect of all anti-Radiation and Ion Storm Talents; when available they completely mitigate damage
- Extended cooldowns of all anti-Radiation and Ion Storm Talents 10-30 Turns
- Fixed issues with Scientist "Amplified Assay" and "Distortion Field Survey" not triggering for Ion Storms or Rad Storms
- Fixed search string for contact to use buys/sells (Buys Intel, Sells Weaponry) instead of buy/sells
- Fixed crash with small craft combat and Knock from the Void or Emergency Grounding
- Fixed issue with ship bonus displays doubling and tripling upon multiple opens of upgrade components
- Fixed issue with hair clipping around hat