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Star Traders: Frontiers News

Beta for Mod Creators is Open!


It has been a long road to get here, with modding interest for the game starting on the very first day of Early Access in 2017. We are excited to announce that after #265 updates, we are now inviting any mod creator who wants to get in, test out the tools and start creating mods to come aboard and get busy!

As of Update #265 we've finished the prep work for modding and released it in a beta branch for creators to pick up and try. If you want to give it a shot, join the modding creators beta group and we can't wait to see what you create.

Things have been rolling for less than 48 hours and we have over 30 creators already on the tools and the first working content mods are starting to appear. We've even had an enterprising community member step forward to write a Mod Manager (thanks @TheWelp!) to help us improve the tooling. The wikis is growing up quickly with more and more data and great examples coming online (thanks @phara0h!)

Ever dreamed of an Empty Slot component? Ever wanted a better Palace Interceptor? Just wanted more faction armbands for your characters? The modding community is in the kitchen and cooking up a galactic storm. We cannot wait to see what you create!


If you are a mod creator please join the modding creators beta group.

If you are a player interested in mods know that mods aren't far off and our amazing community is going to deliver -- as always!

Save 40% and Update #265: M101 Tracker


Welcome all new captains! It is a big week here on the bridge with a 40% off discount, new update, new ship weapons, improved Rumors and Traits and word coming down from the officers that our private modding beta is about to open.

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]Modding Workshop Coming![/h2]
Update #265 includes a lot of behind-the-scenes changes that have prepped the game for modding. It has taken a lot of work, so please report any issues you see but it is very unlikely to appear in the base game. We are excited to open the private modding beta to interested mod creators who want to take a first crack at creating mods. If you're interested, please request to join the modding private beta Steam group

We cannot wait to see what you create!


[h2]New Level 8 Weapons[/h2]
With the last few updates, we've been rounding out the options for level 8 ship weapons in the game. Update #265 adds 2 more options, the M101 Tracker Cannon is a mean new 1 RP autocannon featuring high damage and high crippling hit chance, best for pummeling capital ships into bits at close range. The new Gargoyle Missile Battery clocks in at 3 RP and has higher Crippling Rate and Damage in trade for lower Radiation and Critical Hit rate.

[h2]Fuel Tweaks[/h2]
Big ships can bring a lot to the table but with Update #265, we've slightly ticked up their fuel cost for combat encounters to offset some of their other many advantages.

[h2]Rumor Improvements[/h2]
A bevy of Rumor improvements are helping to keep Rumors interesting, dangerous or valueable even into the later game. The Starport Boosted Rumor is now more likely once the 3rd Century has started, helping you late game shopping sprees. The risk and fuel costs for some of the more localized orbital Rumors -- Ion Meteor Storm, Salvage Hive, Orbital Disaster -- have all increased which makes Salvaging an landing often on the same world a little more challenging. We've also reduced the boost that "Offworld Stash" Card was getting while Exploring under the Jyeeta Spoors Rumor, as it was showing up just too often.

The "First Infections" Rumor can no longer appear on Wild Zones!

[h2]Trait Clarifications[/h2]
For all Traits that boost bonuses at +10% in card games and post-combat (etc), we've clearly labeled them having a 30% maximum now. We also fixed a bug where the Crafty Trait was printing oodles of reports that crew members were using their Trait above the 30% maximum (just a printing error, not real).

[h2]v3.1.59 - 5/18/2021[/h2]
- New level 8 Autocannon: M101 Tracker Cannon (1 RP, High Damage & Crippling Hit)
- New level 8 Missiles: Gargoyle Missile Battery (3 RP, High Damage & Crippling Hit)
- Increased spawn rate of "Starport Boosted" Rumor during 3rd Century
- Increased Fuel cost and Danger Boost for Ion Meteor Storm, Salvage Hive, Orbital Disaster
- Reduced too common "Offworld Stash" Card during Jyeeta Spoors Rumor
- Locating a new Rumor or Contact in the Spice Hall now grants an Experience Bonus
- Increased Combat Fuel Cost for M6000, M7000 and M8000 Ships
- Clarified rules for Traits Bandit, Vulture, Crafty, Sly, Terrifying -- all stack to max 30% bonus
- Fixed issue with Crafty Trait printing all crew members even though only 30% bonus was applied
- Fixed issue where an infected crew could cause "First Infections" Rumor on a Wild Zone
- Slight balance adjustments to Xeno Ship Engine Speed & Agility

Update #264: Check Before You Dig


Update #264 picks up one some of the work we've completed in the last month -- faction affinity jobs, auto-trainer improvements -- and carries each a little further toward perfection. We've got a new faction affinity Job for Javat, and improved auto-trainer ruleset for Wing jobs, up-balanced in-flight Wing combat Talents and a pile of community-driven fixes to boot.

[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]Javat Exo-Scouts[/h2]
Update #264 swaps Javat's faction affinity from Scavengers (non-combat, Talent's don't rely on Attributes) to Exo-Scout (crew combat, Attributes at a premium) which is a big win for the clan. We've also included a little blip of text in every Job description that has a faction affinity so that players are aware from which faction the the best possible recruits will hail.


[h2]Wing Job Auto-Trainer[/h2]
Recently we made some major improvements to the auto-trainer routine to handle Skill saving Talents better, ensuring your crew has a baseline count before considering other Talents. With Update #264, we've taken a similar approach to Wing Jobs -- Leader, Bomber and Commando -- to ensure that these Jobs put a training priority on launch Talents. Without such launch Talents, they cannot fly a craft and are overall dead weight on any crew. So now, when auto-training, characters with these jobs will ensure a baseline of such Talents before considering other options.


[h2]In-Flight Wing Talents[/h2]
The cooldowns for 3 more of the in-flight Wing Talents have come down to 1 week from 3 weeks. These Talents -- "Synchronized Strikes", "Vanguard Scan" and "Bolstering Fly-By" -- now all join "Protective Escort" at the 1 week cooldown level. This reduced cooldown window gives an additional advantage to craft pilots who have a high cost (must launch!) to use these buffs in the first place. They're more readily available than any other type of ship combat Talent.

It's a nice -- if minor -- balance upgrade for craft. We're continuing to work on small and steady improvements to the overall meta of combat.

[h2]Jyeeta Brood Fix[/h2]
For many players, finishing the Jyeeta Brood Era has resulted in a hanging quest log about the "Death of a Brood". For all future captains who pass through the ending storyline as of Update #264, this should no longer be an issue and nicely cleaned up. For those captains who already went through the Era, if you still have the hanging quest log, select it, pick actions and then dismiss mission.

[h2]Fixing Trait and Card[/h2]
We fixed the Contact Trait "Covert Ops" which was not really forcing Contacts to always buy Intel. Now they do! We also fixed the description for the Salvage card "Influence Boost" which was claiming it gave too much Influence -- it really gives +10-20.

[h2]v3.1.57 - 5/3/2021[/h2]
- Changed Javat's faction affinity Job from Scavenger to Exo-Scout
- Added faction affinity bonuses to all Job descriptions to match Steel Song
- Auto-Train for Wing Jobs now puts priority on Launch Talents
- In-flight Wing Leader and Wing Bomber Talents "Synchronized Strikes", "Vanguard Scan" and "Bolstering Fly-By" reduced to 1 week cooldown
- Fixed issue with Contact Trait "Covert Ops" not correctly offering option to buy Intel
- Fixed formatting issues on Star Atlas (Water-Fuel, etc) on lower resolutions
- Fixed card description for "Boosted Influence" in Salvage orbital ops (10-20 Influence boost)
- Fixed issue with quest objective "Death of a Brood" sticking around after end of Jyeeta Brood Era

The excellent space RPG 'Star Traders: Frontiers' is getting mod support

Trese Brothers have announced that their fantastic space exploration RPG Star Traders: Frontiers is getting modding support, three years after the original release.

Read the full article here: https://www.gamingonlinux.com/2021/04/the-excellent-space-rpg-star-traders-frontiers-is-getting-mod-support

Opening a New Frontier for Star Traders: Frontiers


When Andrew and I released Star Traders: Frontiers, it was a new pinnacle in the years of work we’d put into the Star Traders games already. We’d delivered on our promises to more than a thousand backers on Kickstarter, gotten recognition from Steam as one of the best games from Early Access that year, and had seen so much fan and new player enthusiasm that we knew we’d be able to keep the game growing for years to come.

And we have: over 250 updates of new free content, game improvements, and story expansions to our space sim sandbox RPG. We’ve burned through an incredible number of milestones from our development roadmap, doubling or tripling almost every kind of content in the game, introducing new game mechanics, all while keeping the game balanced and as bug-free as possible across all platforms.

If we’re trumpeting how much work we’ve done here, it’s because we want it to come across just as notably how much of content and improvements we’ve made have been driven by ideas and feedback from you, the players. In reviews, forum posts, discord brainstorming, and Twitch chat, you all have made it clear that you love this universe as much as we do, and enjoy adding to it as much as you do sailing through it.

[h2]What’s coming next…[/h2]
Now, we’re coming up on the end of our previously announced roadmap for Star Traders. This is not the end of new content from us for the game by any means, simply the completion of what we’ve already promised to add to the game.

We’ve always been very upfront about our ability to keep adding to our games depending on keeping a tight focus & staying in-scope. Now with these last milestones wrapping, we’ve been able to consider what larger-scale changes outside of the scope of the last roadmap we want to give you.

Given how much of what we’ve added to the game has been driven by you already, and knowing it’s a small fraction of the ideas, possibilities, and personal passions you all have for the game, we think the choice is an obvious one: we’re going to add mod support to Star Traders: Frontiers.



This means:
  1. A basic save-game editor all players will be able to use to customize their personal playthroughs. Want everything unlocked? Done. Wish that officer had more Fortitude? Buff away! Want to try max level? Change difficulty mid-playthrough? Remove that one annoying trait? Check, check, and check.
  2. Steam Workshop tools for uploading & downloading mods, and a separately-installable build of the game so you can switch between vanilla Star Traders and modded Star Traders.
  3. Officially-supported access & documentation to the game database for mod creation.


Work has already begun, and we expect to release these tools later this year. If you are a modder who would like to be among the first to get access to our mod creation tools, please fill out this form.

[h2]This is a big deal for both Star Traders and Trese Brothers.[/h2]

As long-time fans of the studio will know, we’ve loved the idea of mod support for quite a while. The challenge has always been having both the development capacity and the playerbase scale to make adding mods viable and worthwhile. As we’ve grown, we felt confident enough to promise we’d add mod support to Cyber Knights: Flashpoint since the Kickstarter. With this announcement though, it turns out Star Traders: Frontiers will be the first Trese Brothers game have full-fledged mod support.

One of the things we value most in our games is replayability. As a studio, we would much rather create one game you want to play for the next ten years than sell ten games you’re done with after a few months. It’s an extremely high mark to hit in our novelty-driven world, but we’re excited about the potential for mods to even further extend the lifespan and replayability of these games so many of you are already so passionate about.

We can’t wait to see what you all will create. If you’re a modder, or an artist or a programmer interested in getting into modding, remember to let us know if you’d like to potentially get early access to these tools. For all our players and fans who want to simply stay in the loop, contribute ideas, or let us hear your enthusiasm 🤞 for the news, our Discord community is open to you.