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Star Traders: Frontiers News

Update #217: Czar and Samrak


Update #217 comes quickly on the heels of #216 to provide a hotfix for one issue related to replacing officer cabins, to improve the warnings about those component swaps and to provide proper coverage to specialist component types that provide officer living space. In addition, we've improved the Contact list search options, addressed an issue with maximum repair times not lining up on high value components, added a new Explorer -5 risk card "Time Dilation", improved power levels on faction-specific Contacts and turned how the Coalition contacts use their actions in the simulation.

So, let's look in detail!

[h2]Contact List Search[/h2]
You can now search in the contact list by the type of zone they live on, such as "mining". Keep in mind that search uses an AND syntax, so you can't search "mining refinery" but you can use one at a time in combination with other filters such as Black Market. This can definitely help in smoothing out paths, and I've found it useful in quickly checking the opportunity to complete multiple tasks during a visit to a contact.


[h2]Time Dilation and Time Lost[/h2]
We've rebalanced the amount of time that can be wasted in the "Lost" card to ensure that it lives up to the threat of "weeks". In addition, we've added another time related negative card, "Time Dilation" which threatens that your expedition can wander into some time rift, possibly related to the hyperwarp dimension.

[h2]Czar and Samrak[/h2]
The power levels of the Contact types Trade Czar, Mining Samrak, Red Lion, Naval Commander, Ranking Executive Contacts have all been bumped up with Update #217, putting more power into the hands of these rarer but awesome faction-specific Contacts.

We've also changed how the Coalition Liaison Contact fits into the world, buffing their starting Influence. Finally we've tweaked the Contact AI for all Coalition Contacts when it comes to how to use their influence and turns in the simulators -- they now have unique Rumor buying logic focused on Tax, Civil and Starport Rumors. The Coalition will now more directly support the faction economic status quo.


[h2]Officer Cabin Replacement[/h2]
Thanks to the captains who posted on Steam, emailed, tweeted and dropped this bug into Discord. We've now fixed the issue where officer cabins could not be replaced, which was related to #216 but also had its in much older code. With this update, we've made 3 improvements to how officer cabins work. First, we've fixed the bug -- they can now be removed. Second, we've improved handling of those components that are not cabins directly -- such as medical bays -- which were not properly participating in the rule set around officer cabins. Finally, we corrected an issue that was preventing a red warning from appearing if a captain installed a cabin that went over the ship's officer max.

[h2]Wishlist Cyber Knights![/h2]
Our next upcoming title is waiting for your wishlists here on Steam. Cyber Knights is a tactical RPG that plunges you and your team of hackers, mercs and thieves into the neon-soaked future of 2231. Smash that wishlist button!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

[h2]v3.0.77 - 7/15/2020[/h2]
- Zone Economy Type ("refinery") now searchable in Contact List
- Adjusted maximum repair times for any single component -- be sure to repair at high level starports
- Rebalanced "Time Lost" Card in Explorer, a -1 Risk
- Added new "Time Dilation" Card in Explorer, a new -5 Risk
- Increased the power levels of Trade Czar, Mining Samrak, Red Lion, Naval Commander, Ranking Executive Contacts
- Improved the "Coalition Liaison" starting power level and Contact AI
- Coalition Era Contacts now have unique Rumor buying logic that prefers Tax, Civil and Starport Rumors
- Fixed issue with replacing officer cabins
- Fixed issue where some non-officer cabin components (medical bays) failed to print warnings when being replaced
- Improved warning message about installing more officer cabins than your ship's max capacity

Update #216: Mighty Engine Roar


Update #216 drops some retrofits, improvements and major changes on to some of key components in the starport catalog -- Warhammer and Behemoth Engines and Mass Reducers. Thanks to everyone posting reviews, sharing feedback and discussing strategies here on Steam! We're lucky to have a great community of captains sailing the void together. Tell a friend, leave a review!


[h2]Living Up To The Name[/h2]
Update #216 has rebuilt the massive Behemoth void engines to live up to their name. Built around battle-pattern void reactor cores, these engine are truly mighty and put a defining mark on any ship that can afford to install them. Depending on size, these engines are capable of generating 9 or 10 Reactor Points per turn. As a trade off, they guzzle fuel at unbelievable rates.

The Warhammer engine pattern is the next-step up from standard engines, built around a similar combat pattern and costing in the range of half a million credits.

The newly retrofitted Behemoth engines are truly over-engineered to extremes and can pack some of the highest shield and armor of any component on a ship. Bringing such an engine aboard can change the landscape of other components you need drastically, all while devastating your fuel economy. Not to mention their multi-million credit price tag!

[h2]Repricing Ships[/h2]
Those ships that already start with the Behemoth installed have all had their prices corrected for the new massive power and cost adjustments. These ships have vaulted into some of the most expensive positions on the starport.

What's more -- for those pirates seeking prize ships to capture, you've gained a new list of priority targets with Update #216: Wolf Vector, Lockwood Defender, Azurite Cruiser, Obsidian Carrier, Rim Exocruiser, Larimar Battlecruiser!

[h2]Mass Reducer Rebalance[/h2]
Every component above level 1 within the mass reducer category -- from Mass Modulators to Mass Reducers and back again -- has had some rebalancing done with Update #216. This package of changes has been in testing for a while but its the right time to roll it out. These higher level components are more expensive to install and some have had their jump costs increased as well. The components have also gained more Skill pool opportunity, making them both more demanding but more valuable in providing strong dice for your ship.

[h2]Corrected Larimar Unlock[/h2]
We fixed an unlock issue that was linking the Larimar Battlecruiser to the wrong unlock, it is now correctly dependent on the Antique Collector unlock.

[h2]Wishlist It: Cyber Knights[/h2]
Our next upcoming title is Cyber Knights: Flashppoint, a turn-based tactical RPG set in 2231 under the New Boston dome. The cyberpunk story will take you from meanest streets far beneath the street level to the lux towers and maybe even up to a gleamer and back again. Smash that wishlist button!

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

[h2]v3.0.75 - 7/13/2020[/h2]
- Fixed Larimar Battlecruiser Unlock Duplication Bug
- Rebalancing Engines -- Massive Buffs to Behemoth Engines, Revised Warhammer Patter Engines
- Rebalancing Mass Reducers -- Increased Jump Costs, Ship Ops Requirements, adjusted higher level Reducers
- Repriced: Wolf Vector, Lockwood Defender, Azurite Cruiser, Obsidian Carrier, Rim Exocruiser, Larimar Battlecruiser

Update #215: Bridge Control Switch


With a week left to go in the Steam Summer Sale, we're dropping another quick release to add a new control switch option for combat speed, fix a repair time issue in starports, update the fields shown in the new game screen and clarify one of the Sniper's Talent abilities. It's a smaller update, but its go some nice things in it as well as the critical fix to starport.

[h2]Starport Repairs[/h2]
Introduced in Update #214, a bug has been effecting starport repair times, forcing them to run around 25 weeks all the time. We've now resolved that with Update #215! Our apologies.

[h2]High Speed Combat[/h2]
While an toggle in the options screen is nice, it does not provide for easy mid-combat toggling of combat speed. Often, you'll find yourself wanting to play slow during hard combats or the start of combats and then ready to speed it up as you claim dominance on the field. A new configurable keybinding -- defaulting to "F" -- has been added to toggle between combat speeds. It will put a message up to the screen when it swaps and notably only accepts input when its y our turn.

Press F for fast!

[h2]Speed and Agility in New Game[/h2]
We've added a ship's engine speed and agility to the listed fields in the new game captain template builder. This can be a big help to pick among ships of the same or similar Mass class as you consider how quickly they traverse the map and their different values as a mission runner versus a close or long ranged combat ship.

[h2]Story Pacing[/h2]
We're constantly monitoring the data and listening to the community about the story pacing. We've made many adjustments and tweaks and want to share that with Update #215, we've picked up the pace of the later half of the game a bit to help compress the story content a bit and reduce long stretches of purely free sandbox play without the option to engage in story.

[h2]Sniper![/h2]
Finally, we've tweaked the description of the Sniper's "Target Acquired" Talent which does not require your character to already be in Stealth Mode. Simply the presence of a backline sniper bearing down on them hinders the enemy front rank target with this awesome On Init debuff.

[h2]v3.0.73 - 7/3/2020[/h2]
- Fixed bug causing all Starport repairs to take 255 turns
- Added new configurable keybinding 'F' toggles high speed ship or crew combat during combat
- When customizing new game templates, ship speed and agility are shown during selection
- Improved the pacing of late game story eras and events to ensure less story downtime late in the game
- Improved talent description of Sniper's "Target Acquired" to be clear it does not need Stealth



Check out our next upcoming game and wishlist today
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Save 40% and Update 214: Larimar Legacy


Welcome to the Steam Summer Sale! At 40% off it's the best price ever and a great time to pick up Star Traders: Frontiers if its been sitting on your wishlist, or you've been waiting to share it with a friend. Come, the void is calling your name, captain.

Update #214 adds a new ship, rebalances an existing one, fixes some issues with ship component repair times, adds a new keybinding from the community, and improves Rare Trade Good display in the Star Atlas. Thanks to everyone for playing, posting a review and sharing!


[h2]Larimar Battlecruiser[/h2]
The Larimar Battlecruiser has officially been greenlit and is now for sale at Cadar only military ports. Built as a destructive torpedo boat, the Larimar is ready to do battle at long range and decimate enemy crew and components with its heavy compliment of weaponry. Built with a hangar for one interdictor or a long range shuttle, the Larimar packs a bevy of torpedos, a Deflector Array 4, Battle Prow 5, shielded barracks and officer suites as well as two Interlock Sensor Matrix 4. Cadar brings torpedoes to any fight!


[h2]Reclaiming the Azurite[/h2]
The Azurite Cruiser has permanently joined the Cadar starport roster and is no longer for sale at other starports. Naturally, this means that it has been further militarized with its base Armor and base cost both going up and some nice changes to its component setup making it better prepared for battle upon lift off.

[h2]Repair Time Rebalance[/h2]
Some components that had long install times, such as the very expensive Hyperion Launch Bay, came along with grievous long repair times. Sometimes so long, you might consider installing a new one instead. We've resolved the math mistake that caused this issue and now the highest level and most expensive components correctly have their logical capping to their total repair time cost.

[h2]Keybinding Addition[/h2]
With Update #214, we added a new keybinding from a user request posted after #213. If you see missing keybinding options that would increase your pace and enjoyment of play, please post them! The default key '2' will now jump back to the map from any subscreen -- ship status, crew roster, landing zone.

This can help you quickly get back to traveling if you've hit a zone for a quick refresher. Punch 1 on your keyboard to run all the services, then punch 2 and you're back to traveling!

[h2]Check that Cyber Knights[/h2]
Our next game is hovering on Steam, waiting for you to check it out. If you like turn-based tactics, cyberpunk, dogs, cats, drones, nano, base building, XCOM, ice cream or games -- wishlist it now!

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

[h2]v3.0.71 - 6/29/2020[/h2]
- New Ship: Larimar Battlecruiser (7000M Cadar-built heavy combat ship)
- Rebalanced: Azurite Cruiser (now Cadar-only, increased cost & armor)
- Rebalanced Repair times for Hyperion Bays and Level 5+ Components
- Added new configurable keybinding '2' jumps back to map from any subscreen
- Improved the phrasing of some Trait-based barks
- Rare Trade Goods now correctly appear in resource buy list in Star Atlas as well as search

Update #213: High Speed Battle!



Update #213 focuses on a major feature for quality of life for long-time players and crew combat battlers. We've now introduced a "Fast Crew Combat" option to match the long-loved "Fast Ship Combat" option. With this option enabled, crew combat is fast -- the animations are trimmed out and all the actions flash by. If you've got hands on a keyboard, you can wrap up a battle much much faster than you could ever before.




[h2]Beware Carriers[/h2]
With Update #213, we've also made human-captained carriers far more likely to appear in the game and also reduced the minimum enemy captain level at which they can be flown. Depending on your difficulty, you'll see human carriers flying earlier and more often now than ever before.

[h2]Other Fixes[/h2]
A few other fixes include correcting the missing description for "Riches Untold" Salvage card and fixing the incorrect level marker shown over Deflector Array 5 and 6.

With the new fast crew combat option now fully deployed, we've got one more major QoL option up our sleeve for #214 before moving back to content, map v2 and stories!

[h2]v3.0.69 - 6/21/2020[/h2]
- Added new game option "Fast Crew Combat" allows for much faster crew battles for veteran players
- Enemy carriers flow by human captains are more likely to appear and will appear more often (enemy captains level 15+)
- Fixed missing description for Salvage card "Riches Untold"
- Fixed level displayed over Deflector Array 5 and 6 ship components

[h2]Seen Cyber Knights?[/h2]
Have you seen -- and wishlisted -- our next upcoming game? Cyberpunk turn-based tactics under the shadows of the crumbling New Boston dome is not something you want to miss.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/