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Star Traders: Frontiers News

Star Traders: Frontiers Roadmap Survey


Hello captains! As we move into the 4th year of Star Traders: Frontiers development, we are continually seeking to improve the game. We are gathering the big topics for this year’s roadmap and we want to put extra attention on parts of the game that are tripping up both new and veteran players.

We'd like to ask you to fill out a short survey to help us identify the key areas where we could improve clarity of game systems.

You can find the Google Form survey here: STF survey

The survey will be open until December 15th.

We’d appreciate it if you could take a few minutes to fill it out and thank you in advance!
Trese Brothers Team

Want to nominate Star Traders: Frontiers for a Steam Award?

Hey Captains, it's Steam awards season! Star Traders: Frontiers is eligible for the Labor of Love award, if you all would like to nominate us. We celebrated 3 years since Star Trader: Frontiers' launch this year, with near-weekly updates to the game with new content, improvements, and changes based on your feedback.



One of the biggest post-launch additions we've ever made to a game — MOD SUPPORT — was added this year. The mod version of the game also automatically grants all unlocks, giving everyone who doesn't want to play with achievements access to all ships, contacts, and captain jobs from the very beginning. This year's also been a big one for UI improvements from your suggestions, including easier mission plotting, better trade ban & faction conflict warnings, menu access during combat. And we'll save the full tally for an end-of-year roundup, but there's certainly no shortage of new content added to the game!

You all know we're hard at work on our upcoming heist RPG, Cyber Knights: Flashpoint, but we're still adding to ST:F, with plenty more planned for it. So long as we know you're all still enjoying Star Traders, we'll keep bringing more to it.

Head to the Star Traders: Frontiers page if you’d like to nominate us!

Update #284: Bristling Armaments


Update #284 returns to ship combat meta to add new options for building our your specific strategy as well as improving well-known routes. Adding 4 new ship components that boost the Radiation or Void damage of your ship weaponry opens up an avenue for high focus on disabling enemy ships while buffing the ability of armored components of all types to soak up damage to your ship further empowers the heavily armored meta. To help in both cases, we've made the combat logs clearer, better organized and added missing lines of detail.

[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]Phase Inflectors for Crippling[/h2]
Update #284 has added 4 new medium slot components which increase the Void or Radiation Damage of your capital ship weapons. These Quturaan and Katteduun Phase Inflectors can only super-charge one type of damage or the other, so focusing on a certain class of ship weapons will be important to make the most of your bonuses. Captains focusing on pulverizing a ship and crew into submission with Void and Radiation Damage now have all new angle to customize their ship. The most powerful Phase Inflectors are sold exclusively by Rychart (Void) and Thulun (Radiation) starports,

To help with the new components and bonuses, the ship combat log now reports Void and Radiation Damage to a ship on a separate line.


[h2]Advanced Armor Protection[/h2]
Armored components have always helped reduce overall Standard Damage that is passed through to your Hull and then turned into internal damage to turn your components into ash. With Update #284, they have gained a new intrinsic way to help prevent destruction to your ship's components even after all the dice have been rolled.

Once all the damage is totaled, components from your ship are selected in a series of rounds to take portions of that damage. All types of components that are designed to provide additional protection (even not those explicitly armor) are now more likely to be selected to "soak up" the damage and protect other components from taking it. In a large ship with only one or two armored components, this effect may be pretty minor, but as you increase your set of armored components this balance change will come into play more readily.

Specifically:
  • Exploration Seals, Orbital Platings, Orbital Sealing increase their chance of getting hit by 20%.
  • Armored Bulkheads, Hull Plating, Reinforced Structures and Battle Prows increase their chance of getting hit by 35%.

While this can help protect other key components -- such as Piloting modules, ship weapons and the engine -- it can also help more rapidly reduce a ship's armor as the armor components take damage and drop offline. If a ship is built with redundant Armor %, this double-edged sword effect will be prevented from taking effect longer.


[h2]Improved Combat Logs[/h2]
The ship combat logs now include the Radiation and Void Damage of both capital ship and small craft. This key missing piece of intel is key for disabling captains to understand how their hits are hitting! We've also adjusted the spacing and lead in on most of the log lines to make them more clear and stand out from each other -- such as using (T) for Talent and (!!) for a Crippling Effect which now both really jump out in a busy logged turn.

There are some more exciting meta changes coming for ship combat and improving strategy options, so stay tuned and we will be upgrading the combat log hand in hand as we go.



[h2]v3.2.17 - 11/22/2021[/h2]
- Improved many armor/protection focused components to increase chance of taking hits in combat, therefore protecting other components
- Added 4 new medium ship components (Quturaan and Katteduun Phase Inflectors) which increase ship weapon void and Radiation Damage by percentage bonus %
- Best Phase Inflectors are sold exclusively by Rychart (Void) and Thulun (Radiation)
- Improved ship combat logging to include details of Radiation and Void Damage from ship weapons
- Improved formatting and consistency of ship combat logging
- Clarified Damage Bonus in ship Talent and component effects as "Standard Damage"
- Clarified description of "Upstaged Success", it does not increase Contact Influence gains
- Fixed reported typos and crashes

Update #283: Plasma Depth-Charge


Update #283 continues a series of improvements to carrier and craft, enables quick use of save slot with keyboard shortcuts, brings the BOOM with the addition of PlasBombers and improves Salvage profits from destroy ships. It's new content, community-requested quality of life features and fine-tuned balancing. It's Update #283, the Plasma Depth-Charge!

If you are enjoying the pace of updates and new content please remember to leave a review and tell a friend.

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]Quick Save Slot Access[/h2]
Save Slots just got one big step easier to use! There are now 4 configurable hotkeys that can let you save to a slot straight from the game's main map. Defaulting to 7, 8, 9 and 0 these respectively save to slots 1, 2, 3 and 4. As with most hotkeys, we suggest you bind them to fit perfectly into your keyboard setup. While playing this morning, one thing that I found that worked well was to move just one of the save slot hotkeys under my main hand so I could mash it all the time as a basic "auto-save". When I wanted and alternate slot, I'd lift my hand and go for the other bindings.

As always, thanks to the community for posting suggestions, feedback and reviews to help us improve the game!


[h2]PlasBombers![/h2]
With Update #283, we've added 3 new types of bomber craft which all pack powerful and disabling PlasBombs. Trading the usual hull-busting power of bombers for extreme Radiation Damage and high Crippling %, PlasBombers focus on disabling a ship instead of destroying it outright. Especially well paired with mid-range capital ship weapons like Plasma Cannons or long range disabling Torpedoes, PlasBombers give an entirely new angle to carrier combat which focuses on burning out the enemy crew and components while leaving the hull still in one piece.

We have also made one last round of adjustments to the weapons for regular Interdictors and Bombers to ensure each class of craft has their own stand-alone weapon. Class 5 and 6 were still accidentally sharing weapons. This has resulted in an upgrade in *another* weapon power for class 6 and 7 Bombers and Interdictors.


[h2]Wing Commando Boarding Strikes[/h2]
Not to be left behind, Wing Commando's launch plans for their boarding shuttles have also been upgraded. These launch plans now bring even more powerful, longer lasting debuffs to the table in a way that no other boarding strike can. When paired with well-planned boarding victory Talents, these can hasten the way to victory or surrender.

Both "Breacher's Assault" and "Boarder's Storm" have had their durations extended to 4 Turns (nicely matching with the time it takes the Commando to round trip for another boarding). In addition, they have both gained a damage over time component to increase their effect in bringing the enemy ship or crew to its knees. Breacher's Assault has replaced the -10% Boarding debuff with a 15 Crew Dmg / Turn debuff, leaving wounded and dead in the wake of the shuttle strike. Boarder's Storm has gained a 15 Morale Dmg/Turn, as the defensively-weakened ship reels from the strike, knowing they are about to get pummeled.

[h2]Salvage & Ransom Maximums[/h2]
With Update #283, we've increased the maximum profit you can make from Salvaging a destroyed enemy ship by $5,000 to $31,500. This maximum is applied *before* any Talents, Traits or ship components are calculated -- so those can help you capitalize on an expensive Salvage and make far more than that. The amount of money made from Salvage is based off the ship's component pricing reduced by any damage done to those components. So, as always, the best Salvage profits are gained from ships with less (or no!??!) damage.

While Ransom is a much harder way to make significant money, the same calculation is applied -- all of the ship component prices are multiplied by their damage to calculate the final ransom hall. As it comes with much less Reputation loss, Ransom applies a much steeper reduction to the component pricing but still in some cases if you are Ransoming a large mass battlecruiser or a carrier, the resulting profit can be quite substantial. To protect the balance between Ransom and Salvage, we have added a similar cap to Ransom but -- as it is much, much harder to reach -- we have set the cap at $56,500. The same rule applies to Ransom, where Traits and Talents are applied after the cap and therefore can capitalize on expensive Ransoms to make far more money.

[h2]Hit ESC in Crew Combat[/h2]
You can now access the game menu and exit to the game's main menu cleanly from crew combat as well as ship combat. Just hit ESC!

[h2]v3.2.15 - 11/3/2021[/h2]
- Added 3 new Bombers carrying heavy plasma bombs with massive Radiation Damage, high Crippling Effect % (class 5, 6, 7)
- Fixed issue with class 6 Bomber/Interdictor sharing weapons with class 5 (improved stats for both class 6 and 7)
- Improved Wing Commando's "Breacher's Assault", replaced -10% Boarding debuff with 15 Crew Dmg/Turn, extended to 4 Turn duration
- Improved Wing Commando's "Boarder's Storm", added 15 Morale Dmg/Turn, extended to 4 Turn duration
- Added configurable hotkeys to save game to Save Slot 1-4 from quadrant map
- Increased maximum pre-Talent/Trait/Component Salvage value for enemy ships by $5,000 to $31,500
- Added maximum pre-Talent/Trait Ransom value for enemy ships at $56,500 (very hard to reach)
- Added a Game Menu in Crew Combat, allowing access to options and main menu
- Fixed issue with "Explosive Shots" debuff being cleared like a buff
- Fixed bug with "Forgotten Secrets" mission step ordering

Update #282: Deep-strike Bombers


Update #282 takes a detour to catch up on some balance work we've been testing and tuning. We've heard from the community, watched in play and analyzed the data about how craft measure up to regular capital ship weaponry and are making some changes with this update to help tip the scales a bit. Across the spectrum -- Bombers, Interdictors and Autocannons are all more dangerous as of Update #282. We have to tread carefully with these types of updates as enemy carriers gain all the bonuses, so keep in mind that they will be hitting harder after Update #282 and be sure to you have your anti-craft strategy in place by (usually) year 8 to 12.

If you're enjoying the pace of updates, be sure to tell a friend and leave a review.

[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]Bomber and Interdictor Upgrades[/h2]
With Update #282, we've ratcheted up the damage across the spectrum in small craft to keep them competitive with other ship weapons, especially as more powerful weapons are coming online through story arcs. All Interdictor rockets and Bomber bombs have gained around +10% to +20% Radiation Damage, depending on their class. In addition, standard Damage base (the static, unrolled part of the damage) has gone up around +10% per craft as well.

While they take a few turns to deliver their destructive payload, Bombers are now tearing apart enemy hulls even more effectively and your Interdictors are even better prepared to shoot down other craft.

But, if the craft are hitting harder ...


[h2]Autocannons Strike Back![/h2]
As the entire damage balance getting more savage, its key that Autocannons strike back even harder. Across the board, ACs are now more accurate when attacking small craft, anywhere from +2% to +7% in the attacks. All the more reason to make sure you're craft are defensively prepared to avoid enemy fire and even better to shoot down incoming enemy craft.

[h2]Class 7 Craft: New Weapons[/h2]
When the class 7 Bomber and Interdictor were added a linking issue wasn't caught that left them with the weapons from the class 6 craft. We've now resolved this issue and properly linked the Trifex Assault Mk2 Interdictor to its new and best in class Rockets as well as the deadly Trident DX9 Bomber to the best in class boom-boom!

All the more reason to cozy up to your factions and go shopping to upgrade what you've got in your carrier's hangars.


[h2]Shock Trooper's Single-Minded Strike[/h2]
The Shock Trooper's Talent "Single-Minded Strike" has been upgraded to have a shorter cooldown (now 6 weeks) and a longer duration in ship combat (3 turns) as its effect is so narrow -- boarding, boarding, boarding! For those Shock Troopers helping to get their ship into range so they can get their snubber's barrels into range, enjoy the upgrades.

If you're enjoying the pace of updates, be sure to tell a friend and leave a review.

[h2]v3.2.13 - 10/23/2021[/h2]
- New rocket weapon for "Trifex Assault Mk2" (class 7 Interdictor), best in class
- New bomb weapon for "Trident DX9" (class 7 Bomber), best in class
- Increased base Damage on all craft bomb weapons by 10%
- Increased Radiation Damage on all craft rocket and bomb weapons by 10-20%
- Increased Chance to Hit craft for all Autocannons
- Improved Shock Trooper's "Single-minded Strike" Talent to have 3 Turn Duration and reduced cooldown to 6 weeks
- Fixed typos and reported crashes