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Star Traders: Frontiers News

The great space RPG 'Star Traders: Frontiers' gets some Steam Deck upgrades

Star Traders: Frontiers is a popular space adventure RPG from Trese Brothers and a new update is out, with some improvements ready for Steam Deck players.

Read the full article here: https://www.gamingonlinux.com/2022/03/the-great-space-rpg-star-traders-frontiers-gets-some-steam-deck-upgrades

Update #291: Recruiting Boosters & Stand With Us In Support of Ukraine


Update #291 brings some important upgrades to the power levels achievable through Contact recruiting, fixes screen display and resolution for smaller resolution monitors, adds an important option for anyone playing on the Steam Deck and drops one more Talent into the oh-so-useful Talent Manifest.


[h2]Help Us Support Ukraine[/h2]
My brother Cory and I have worked closely with amazing partners in Ukraine to dream, design and create the art for our next game Cyber Knights: Flashpoint over the past 3 years. Over the years, our partnership has grown to friendship as we spent countless hours working with these wonderful and talented people.

The entire Trese Brothers team is worried for our friends, their children, their families and their country. They need our prayers, our monetary support and our voices raised in solidarity. Their country and millions of refugees are in desperate need of food, water, shelter and medical supplies. We hope you will join us in giving to some organizations trying to ease the suffering in Ukraine.

Here are a few options:
Ukrainian Red Cross Project HOPE Kyiv Independent

[h2]Cyber Knights: Flashpoint?[/h2]
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. The private alpha is in full swing with over a 1,000 players, so get your cyber ready.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


[h2]Steam Deck Screen Size Option[/h2]
In the last update, we made some changes to the screen resolution detection to better cater to the Steam Deck hardware. It had some unexpected consequences for players on lower resolution monitors. We've addressed that in Update #291, by rolling back to the old resolution detection and adding an option in the Options menu for "small screen display". If you're playing on a Steam Deck (lucky you!), toggling this option on and you may find the game's interface better caters to the smaller screen. May you like it the big screen way too -- you get to pick!


[h2]Contact Recruit Levels ^^[/h2]
With Update #291, we've made some significant upgrades to the Contact Recruiting service. All the numbers got bigger! To help Contacts provide better recruits into the late and mid game, we've upgraded their service to recruit character levels at 2X the Contact Service level which ranges from 1-8. So, instead of base levels for your characters from 1-8, you can now range from 1-16 (level 1 still recruits level 1).

In addition, we've bumped the bonuses of passing Eras from +10 over all of the Eras in the game to +12. Therefore, late game Contacts in the final Era will be offering level 28 Officers and Crew recruits, not counting any Edicts, Military Ranks, Permits, Traits or Rumors that may further increase those values.

To even out the big new improvement to Contact recruiting, the minimum thresholds for Effective Rep and Influence have been significantly raised as well as the Personal Rep and Credit cost of recruiting. Truly high-end recruits are costly, especially if you are considering cycling through a few to look for the best Traits and Attributes, but as always -- compared to Spice Hall or Conscription -- they do have the best Traits and Attributes!


[h2]Talent Manifest[/h2]
If you see a Talent missing from the manifest, please report. Thanks to a report, we've now added Sample Analysis to the on-landing Talent stack in the manifest for those adventurous spirits seeking Scientific Intel.

[h2]Mission Updates[/h2]
Thanks to reports from the community, we have also fixed a number of issues with different missions. Some missions that failed to mention the name of the destination zone in their text have been corrected and other places were Prisoners were being transported and there were missing nouns in the mission options have also been fixed. Big thanks to everyone reporting issues!

[h2]v3.2.33 - 3/15/2022[/h2]
- Improved Contact Recruit services across the board to recruit higher level characters (service level x 2)
- Increased Credit, Personal Rep Cost and thresholds for Effective Rep and Influence on all Contact Recruit service levels
- Added Scientist "Sample Analysis" to Talent Manifest
- Fixed multiple missions that failed to list destination zone names in text
- Fixed issues with Prisoner missions where there was missing nouns in mission options
- Fixed issue with lower resolution screens converting UI to Steam Deck UI, added option to play in small screen mode

Update #290: Gone Exo & Stand With Us In Support of Ukraine


Greetings, captains. We have Update #290 coming out tonight but first we wanted to focus on something much more important…


[h2]Help Us Support Ukraine[/h2]
My brother Cory and I have worked closely with amazing partners in Ukraine to dream, design and create the art of Cyber Knights: Flashpoint over the past 3 years. Over that time, our partnership has grown to friendship as we spent countless hours working with these wonderful and talented people.

The entire Trese Brothers team is heartsick and worried to see the invasion and wanton destruction of their country – missile strikes hitting hospitals, apartment buildings, even kindergarten schools. We are scared for our friends, their families and their children. They need our prayers, our monetary support and our voices raised in solidarity.

Their country and thousands of refugees already need food, water, shelter and medical supplies. We hope you will join us in giving to some organizations trying to ease the suffering in Ukraine.

Here are a few options:
Ukraine Direct Relief Project HOPE Kyiv Independent


[h2]Exo Suit Outfits[/h2]
Our 290th update adds 2 new customizable outfits which are matching uniforms for the masculine and feminine characters. You can also mix and match these with any other outfits and for some matches, it is looking awesome!

[h2]Controller Configs / Steam Deck Prep[/h2]
In preparation to apply for verification with the Steam Deck, we've assigned 3 default controller configs for the game. The Steam Deck one was put together on our testing hardware and the Steam Controller and XBox Controller configs come out of the community -- so thanks for posting up awesome configs, team.

[h2]New Game: Skip Intro[/h2]
Occasionally, we get a little confusion from some players when the Skip Intro checkbox missing on a new install or after wiping all their saved games. For most players, this is never noticed but we've adjusted the code to ensure that the Skip Intro option is always available, even to a completely new captain who has never before played or a player who has no saves on the local machine.

[h2]v3.2.31 - 2/26/2022[/h2]
- Added default controller configs (Steack Deck, Steam Controller, XBox)
- Added 2 new outfits
- Skip Intro option is always shown in New Game regardless of save counts
- Improved modding support for modders

Update #289: Rumors of Rumors


Update #289 takes a turn and swings back through the Rumor section of the simulation to see the completion of some long needed tweaks and the addition of a Rumor affinities system that helps better match Rumors to applicable systems and zones to deliver more compelling and impactful results. We've also fixed and improved a number of other things with Update #289, working from community requests -- blocking more early game Rumors, repricing the Explorer extraction components and fixing odd bugs with the new ship comparison display. Plus, from our on-going work with the modding community, we've improved some of the visual modding support and are looking forward to the upcoming release of some new exciting character design mods.

[h2]What’s the latest on Cyber Knights?[/h2]
Earlier this month, we launched Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With a thousand players in the game now, development pace has picked up and we’re on the long march to release on Steam, so 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]Rumor Affinities[/h2]
With Update #289, we've added a new system of Rumor affinities that improves the matching between the system and zone type and the Rumors that can be generated along with it. This system both helps to avoid certain silly situations -- such a Surplus on a Lux Population world that produces nothing -- but also strengthens the thematic appearance of Rumors in the right places -- Mining zones are more prone to civil unrest, oceanic systems are more prone to Ion Storms, Farm zones are more likely to have Surpluses, Orbital zones are often running into Shortages. We've loaded in about the first 30 affinity matches and are excited to keep extending and improving this system.

The new Rumor affinities system also gave us a chance to review and improve some of the Contact events taken in response to Contact actions taken when a positive economic Rumor was on their zone. We have increased the strength of these actions -- helping an ally, creating an additional positive Rumor, gaining Influence by 20% -- making the impact of positive economic news felt more strongly.

We have also improved the text on many of the event logs for Rumors (bottom right) as well as the entries going into the captain's log to ensure they are more helpful and clear.

[h2]Early Game Rumor Blocks[/h2]
To avoid unfair and messy situations in the first 2 years of the game, we've extended the block on certain Rumor types in the early game. Previously, this type of blocking was reserved for Xeno related Rumors, but now you will no longer encounter the following Rumors in the first 900 Turns of the game: Starport Closed, Civil Unrest, Ion Storm or Meteor Storm. Have more fun flying in your first years :D

[h2]Templar Contact Age & Recruiting[/h2]
We've done some work with #289 to improve support of Templar Contacts. Templar and all Zendu Contacts have received an even longer age limit before they may die of old age. We've also fixed a number of places where the game could report -- through filters, search or services list -- that Templar and Zendu Contacts could offer services, such as Recruiting, that they really do not. Thanks to everyone for reporting these issues.


[h2]Rebalance Explorer Components[/h2]
With Update #287, we've adjusted the purchase and repair cost for some of the most powerful Exploration components -- Extraction Drill, Harvester Bay, Resource Processor and Javat Mechi-Reaper. For their value in the field, and ability to greatly increase profits from exploring, their costs had dipped too low. Constantly damaged by their use in exploring, finding the right value for their repairs is key.

[h2]Bug Sweep Up[/h2]
Update #289 fixed a couple of key issues that came out of the last few updates. First, zones with 0 Starport rating -- which rare -- could crash the game if your ship had certain levels of damage to it when you tried to land. Second, if you debuffed an enemy ship hard enough, its ship comparison could go "all the way around" and start reporting that it was superior to you!


[h2]Improved Mod Support[/h2]
We've got some exciting work brewing in the modding community and to support that we've made some improvements to the game's handling of hair, hats and beards to help the modders keep making progress toward some awesome releases. If you haven't checked out the Workshop recently, don't miss all the different options to tweak gameplay, character visuals, add story, jobs and more --
https://steamcommunity.com/app/335620/workshop/

[h2]v3.2.29 - 2/10/2022[/h2]
- Removed "Stardock Closed", "Starport Closed" and "Civil Unrest" Rumors from early game
- Removed "Ion Storm" and "Meteor Storm" Rumors from early game
- Increased Influence Economy via Rumors by 20%, making all Contacts more powerful
- Created New Zone and Planet Rumor affinities to tie Zone/Planet Types to thematically consistent Rumor Types
- Revised & Improved Rumor Lifecycle Logging
- Fixed issue where heavy debuffing could cause ship comparison to go "all the way around" and flip comparison
- Clarified in-game Wisdom hover
- Fixed issue where Recruiting or Rank services could show up for Templar Contact incorrectly
- Increased the maximum Contact age of Zendu and Templar Contacts
- Repriced & Rebalanced "Extraction Drill, Harvester Bay, Resource Processor, Javat Mechi-Reaper" Components
- Fixed crash landing on Starport: 0 Zones with a damaged ship
- Improved support for modders adding new head / hair / beard / hat combos

Update #288: Gather Round


Star Traders, gather round the spice hall -- its Update #288.

[h2]What’s the latest on Cyber Knights?[/h2]
Earlier this month, we launched Cyber Knights: Flashpoint’s private alpha test for Kickstarter backers, following the same tried-and-true process we used for Star Traders: Frontiers. With a thousand players in the game now, development pace has picked up and we’re on the long march to release on Steam, so 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]Repair Time Rebalance[/h2]
Over the last few updates, we've been updating the data schema for ship components to give us more fine-grained control over the cost and time consumed by repair. As this backend work has wrapped up, we've now made some wholesale adjustments to these values and rebalanced the time required to repair all ship components in the game. In general, repairs times should feel shorter, more predictable and less "spikey". As components increase in size (small, medium, large) and level (1-8 currently) and complexity (engines, bridges, salvage bays, launch bays, etc) the repair times increase but more within an expected curve than previously where some components simply came with astronomically high repair hours.

We've love to hear your feedback about it and will be returning to look at the credit cost ($$) of repair in a future update but this alone has gone a long way to help make repair a more predictable experience.

Finally, we have also put in a rule that -- regardless of any Talents or faction bonuses -- Repairs must always take at least 1 Turn.

For anyone who was counting Turns and worrying about the pace of story, this should be a boon as well!


[h2]Valencia and the Hunter[/h2]
I don't want to spoil anything, but we fixed a story timing bug where Valencia might leave before "the Hunter" arrives. If you had this bug, you know what I mean. If you don't, good luck!


[h2]Fuel Range in HUD[/h2]
After the fuel cost display adjustment in Update #287, the HUD could display the wrong AU Fuel Range. This has now been resolved and you'll now see a 100% sync between the displayed fuel range and fuel cost per AU throughout the game, engine displays and HUDs. Thanks to everyone pushing on this!


[h2]Ship Comparison Crash Fix[/h2]
There was one case -- in which one of the two ships had no weapons installed -- that could cause the new ship comparison screen to crash. We've fixed this bug with #288 and apologies for the delay on that.

[h2]v3.2.27 - 1/21/2022[/h2]
- Rebalanced repair time for all components, especially improving some Weapon Lockers, Railtraks and other peaks
- All repairs must always take at least 1 Turn
- Fixed issue where AU Fuel Range was misreported in the HUD
- Fixed story bug where in some cases, Valencia left before the Hunter arrived
- Fixed some ship designs could cause crashes with new ship comparison