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Update #273: Shadows Between the Stars


Update #273 launches from the starport with 2 new powerful options for officer's annex in the medium slot, a major upgrade to Smuggler's ability to flaunt Trade Conflicts in the Exchange, better duration for all Intel gathering missions, Talent icon upgrade and improved error handling for new game templates (thanks mod team!). If you're enjoying the pace of updates and new content, remember to tell a friend and leave a review!

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/Cyber_Knights_Flashpoint/


[h2]No One Saw That Trade[/h2]
Smugglers have always been the kings and queens of the Black Market, but their ability to break the law in the Exchanges has been limited. Now, we've upgraded their "Slippery Trader" Talent to enable it to completely remove any Rep loss from trading into a Trade Conflict, where before there was a minimum of -1 Rep loss always. Knowing the right things to say, the right people to find in any Exchange, you can feed the economic demand and avoid your dings. Merchants on the other hand can continue with "Bold Statements" to lawfully trade and gain Rep bonuses with the faction they are supporting.


[h2]Warden and Tactician Come to Roost[/h2]
Two new officer annex have been released in Update #273 giving even more ways for you to hybridize your officer space into other duties as well. Both Annex are medium slot components which provide a single officer living space along with another set of powerful bonuses.

Sold only by Steel Song, the Warden's Annex includes a small prison cell for 1 prisoner who needs to be closely watched as well as minor boosts to Armor and Medical Rating.

Sold only by Thulun, the Tactician's Annex can provide a ship with powerful offensive and anti-craft capabilities, with +10% Accuracy, To Hit Craft and Damage, as well as +10% Craft Evasion. It's perfect for a Gundeck Officer, Commander or other military-minded officer. The presence of such a hardened position on the ship also helps reduce Morale loss.

[h2]Intel Mission Duration[/h2]
While many types of missions receive different levels of duration boosts, thanks to come of the modding creators in the beta, it came to our attention that that the Intel gathering missions -- faction, Conflict and Science -- all lacked an appropriate bonus. These self-directed missions can take a lot more time than a normal mission and often don't have the type of mufti-step traveling requirements that buoy many mission durations. With Update #273, we've added a healthy bonus to the duration of all of these missions and will keep an eye on them to see if more is needed.

[h2]Orchestrated Salvage[/h2]
This Talent is now appropriately colored to match with other Talents that destroy the enemy ship, as this is a key choice that removes other options like refueling and conscription.


[h2]Template Error Handling[/h2]
Thanks again to the mod team, we've found and fixed some error handling holes in the New Game template system. Malformed template files, invalid template files or those with professions that are not in the game (added by mod, removed by mod) could all cause crashes or strange behavior in the system. We've hardened this component now in prep for mod release and for anyone sharing templates with friends!

[h2]v3.1.79 - Update #273: [/h2]
- Improved Smuggler Talent "Slippery Trader" to be able to completely avoid Rep loss in Trade Conflict, used to preserve minimum -1 Rep
- Added Steel Song-made Warden's Annex, new medium slot component that holds one officer and one prisoner
- Added Thulun-made Tactician's Annex, new medium slot officer cabin granting accuracy/defense against capital ships and craft
- Clarified bonus for Engineer Annex, maximum Engine Safety Bonus is +6 no matter which components you get it from
- Increased Mission duration for those missions related to gathering Intel of any type
- Updated icon from "Orchestrated Salvage" icon to match ship destruction color schemes
- Improved error handling with New Game templates is JSON config file is missing or contains invalid syntax (hand-edit)

Update #272: Brace for Impact!


Update #272 rolls out a nice set of small polishing improvements to the core game and another set of improvements to help the mod creators working on everything from story to new ships. With Update #272, we've improved the balance of how often the new missions appear and added new logs and hovers to ensure that Medical Rating is given its full due.


[h2]Mod Creators, last chance to get in beta![/h2]
The mod creator's beta has been chugging along for almost two months and we are now closing in our early August launch date. Modders have cooked up some amazing things that will get featured in the first weeks -- rebalance mods, changes to ship design, new ships, flying xeno ships (!!!) and the first story mods are now under development! If you want to join the beta and get something in under the deadline to get featured in our mod launch celebration, now is the time. All the steps to join up are posted on the Steam group, so sign up today and let's create together.

[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]Medical Rating[/h2]
Medical Rating can be very helpful on a ship as a supporting stat for your Doctors and Combat Medics, but it is used in unique ways compared to many of your other ship stats. Its important role in traveling events was not clear enough in the game, so with this update we've improved the hover in Ship Status describing Medical Rating and also clearly labeled its effect on Doctor Skill travel events in the travel log. We'll even included it here -- each point of Medical Rating adds +3 Standard Dice to your Doctor Skill traveling tests, where your crew and officer's Doctor Skill adds +1 Strong Dice per point. For ships of any size, Medical Rating is a big help to pass these tests, especially for larger ones.

For all the rest of Medical Rating's far reaching effects, check out the wiki:
https://startraders.fandom.com/wiki/Medical_Rating

[h2]Mission Rebalance[/h2]
The missions added in Update #271 were using the new system available to the modders. We have now rewritten that system to be more flexible and also rebalanced it to prevent these missions from appearing too heavily in the rotation. Specifically, in this case, "Nomadic Defender" and "Mercantile Negotiation" will appear less often, especially in the early game.

[h2]Fixed Logging[/h2]
We've cleaned up 2 small logging issues -- where Spice Hall would mislog the Morale bonuses for Libertine Trait and where a Contact would fund a Spice Festival Rumor but the log would report it was Mercs. A huge thanks to everyone watching the game's simulation so closely and reporting these minor, but important, issues! Every bug must die :D

[h2]v3.1.77 - 7/17/2021[/h2]
- Improved mission weighting of new mission "Nomadic Defender" and "Mercantile Negotiation" to be more in line with other similar missions
- Improved log for Doctor traveling events to highlight the value of Medical Rating for saves
- Improved tooltip on Medical Rating, stating that it adds exactly +3 standard dice to Doctor travel saves per point
- Fixed spice hall log issue with Libertine Trait printing incorrect Morale bonus
- Fixed Zone News log issues misreporting a Contact funding a Spice Festival Rumor as a Mercs Rumor

Last Days 50% Off + Update #271: Industrial Boom


Update #271 focuses on a batch of changes to the economic simulation, reworking some of the game world economy to the supply and demand chain of raw to refined to manufactured goods stronger and more clearly hungry for supply. Mines mine more, refineries want more metal and refine more, and industrial zones produce more. While we've been working to update other areas of the game, we've been completing a cycle of study and analysis on the game world's economy and Update #271 puts the resulting changes into action.

This one also has a big chunk of update for the modders -- enabling full proc-gen mission, story mission and storyline support!

[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]Economic Rebalance[/h2]
In general, the differentiation between supplies and demands are more extreme and more diverse now within the raw material and manufactured goods markets. The production of ores has been increased for Mining zones and the demand for ores in turn has been increased in Refineries. This flows down the chain, with the output of refined metals increasing at those Refineries and finally, Industrial now demands more raw and refined materials than ever before

[h2]Industrial Booms[/h2]
The production output level of all Industrial zones has increased, making Industrial worlds capable of being a larger profit center for a Star Trader, better fulfilling mission demand, and possibly able to serve and exhaust the demand in multiple nearby zone markets.

[h2]Duke Permits[/h2]
In a small but important tweak, the Duke Contact Type can now offer up to grade 3 Permits instead of only grade 2. As a local zone nobility, the Duke has a lot of interest in all areas of operation, not only limited to military and the navy. Their economic clout deserves to drive negotiations at a Permit 3 level.

[h2]v3.1.75 - 7/5/2021[/h2]
- Re-balanced Supply and Demand Hydrogen Fuel, Methane Fuel
- Increased Trade Value of Hydrogen Fuel by 40%
- Re-balanced the trade of Ores, Metals and Alloys
- Increased Production output of all Industrial Zones
- Base Permit Level available from Duke Contact increased to 3

Save Summery 50% and Update #270: Void Nomad


There are only a few days left in this year's Steam Summer Sale which boasts the best price for the year for Star Traders: Frontiers. The bridge awaits, captain!

We're constantly working to improve and expand the game and Update #270 hits those notes with new mission content, new rules for orbital ops, fixing a bug in the latest "Fractured Factions" storyline and a series of bugs with Jyeeta Era missions. A lot of the work in the last two months has been to expand and round out mod support for the mod creators in the on-going beta and Update #270 is no different, prepping the way for modders to create their own proc-gen missions. If you like the pace of updates, please consider leaving a review and telling a friend -- especially during Summer Sale!

[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]New Missions[/h2]
Update #270 adds 2 new mission types of the game -- an extended roving patrol mission with a lot of options about where and when to patrol and a diplomatic mission that mixes both negotiation, escorting a passenger and delivering cargo to get the deal done. Internally, we've prepped the game engine for modders to add new missions but to make sure we put the system through all of its paces, we'll be adding a series of new missions over the next few updates, specifically looking for mission types and sequences that are underserved or could have more interesting variety, such as the combo of diplomacy-passenger-cargo.

We've also made a change to how cargo delivery missions affect Rep. If you're delivering cargo to a faction that isn't the one who offered the mission (working for Cadar, delivering to Thulun) you will no longer lose Rep with Thulun.


[h2]Fractured Factions and Jyeeta Fixes[/h2]
For some paths through Fractured Factions storyline, the special faction-specific ship story component was never appearing. We've now fixed that bug for new captains and for captains who have passed through the storylnie. Within a few years, it should show up next time you visit a Cadar world.

This update catches up on a bug introduced by the internal modding work we've been doing for the mod creators. During the Jyeeta Era, some of the missions were no longer turning up Jyeeta opponents. This has been resolved!


[h2]Mutinous Orbital Ops[/h2]
Your crew will now refuse to engage in any orbital operations once it nears mutiny. In some cases, it was possible to run orbital ops nearly endlessly without landing on a zone. You can still do this if you are excelling at the card game -- finding ways to increase Morale, steal fuel, etc -- but if things are falling apart, you'll now reach a bottom out point where the crew refuses to keep going.

[h2]Genetic Sequencing[/h2]
We've fixed an issue reported with Scientist "Genetic Sequencing" Talent where it was producing more than the maximum of 10 Scientific Intel. Sorry! Nerf!

[h2]v3.1.73 - 7/2/2021[/h2]
- Added new "Nomadic Defender" mission type, long trip patrol
- Added new "Mercantile Negotiation" help mediate a contract and then seal the deal with a cargo delivery
- Cargo missions no longer damage Rep with target faction
- Added prevention of all orbital ops if crew is at mutiny levels of Morale
- Fixed bug in "Fractured Factions" that could prevent new ship components from appearing
- Fixed issue where some xeno story missions -- such as Jyeeta Era -- could turn up human enemies
- Fixed issue with Scientist "Genetic Sequencing" producing over maximum Scientific Intel

Save 50% Summer Deal and Update #269: Welcome Captains!


The Steam Summer sale is on with the best deal of the year for new captains -- a galactic 50% off. Welcome to the hundreds of new Star Traders firing up their engines and taking to the void. The community forums are very friendly place to ask for advice or post feedback on the game or please join us on the official Trese Brothers Discord for help, strategies or more.

Update #269 comes with exciting new new character faces and a number of improvements fixes coming straight out of the community. We sure to share the game this week and consider posting a review if you're enjoying the pace of updates.

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]4 New Faces[/h2]
It is always good to see new faces in the crew, even among your enemies. Update #269 adds 4 new faces in total, including some masculine options with longer hair and 2 varieties of beards. With this update, we've reached 104 total faces in the game. Our next art expansion will all focus on additional outfits and a few final hats, but we're excited to be looking toward the mods release that will hopefully invite more artists to join in and expand the options!


[h2]Follow-up Fixes[/h2]
Update #268 debuted a new story vignette, and its always good to have a follow-up release with some fixes and improvements after a big content release. With this update, we've tweaked and improved some of the Trait mutation paths, especially around trading and spying in the void.

We've also fixed an on-going bug with the Mechanic Talent "Ordnance Overhaul" which was crashing in some very specific scenarios based on what weapons and ship components were damaged. We've fixed a mistake in the description for the Shock Trooper Talent "Retaliation" which will return fire with Braced Fire if you have trained it. Finally, there was a bug in the Jyeeta Era where the Coalition Commander --if present -- offered missions but without any explanation of what they were.

Happy Summer Sale all! May your wishlists delivery many delights :D

[h2]v3.1.71 - 6/27/2021[/h2]
- Added 4 new character faces - long hair, beards, blue hair!
- Improved Trait mutation paths
- Fixed crash with Mechanic "Ordnance Overhaul" Talent
- Fixed typo for Shock Trooper "Retaliation" can use Talent "Braced Fire" as its counter
- Fixed issue with Coalition Commander having empty mission box during Jyeeta Era