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Shortest Trip to Earth News

Patch 6: "Improved Enemies & Gamewide Optimizations"

Hello and merry existence again, fellow space rogues!

Todays update will provide all-round gamewide optimizations to many parts of the game, and most importantly rebalances many enemies (making them stronger), including bosses and hostile SOS fleets.

Read the full changelog below for specifics:

New stuff
  • New (optional) enemy added to sector 7
  • Added Bluestar victory achievement
  • Added "current weapons DPM" to Ship stats panel
  • Removed walls from Atlas warp drive slot
  • Only one ship can now be unlocked per run
  • Module actions (move, scrap, store) now disabled when it would destroy the ship due to reduced ship max hp bonus
  • Module slots upgrade/downgrade button is now disabled if the action would destroy the ship
  • If there are unused skill points on level start then comtip will ask if it should auto level up crew
  • Load crew/power profile buttons are now keybindable
Difficulty affecting Rebalances
  • Gave all Spideraa ships more crew
  • Sensor module "Sector Radar Range" won't be boosted by crew skills any more
  • Updated sector 3 boss (now more dangerous)
  • Gave nukes to sector 4 and 5 boss ships
  • Made some SOS enemies stronger
  • Rebalanced pirate and rat ships
  • Added 2 empty nuke slots to sector 4 boss insectoid ship.
  • Added 2 nuke slots to sector 5 boss ship.
  • Added 2 nuke slots to Squid bounty hunter ship
  • Gave more ammo to 2 smuggler cargo ships
  • Rebalance bigger squid ships (now stronger)
Visual & Misc updates
  • Weapons in quick select panel now show READY text
  • UI improvements
  • Module jammed status visualizer icons added
  • Hovering ship health now shows exterior view if done in internal view
  • Warp module being jammed now uses new effect (it used to use overload effect)
  • Crew skill level up effect
  • Added more player choosable UI scales
  • Added "Duncan" to crew name pool
  • Added comtip about minimize button for small screens (height
  • Damage tokens are now unmarked when leaving a repair shop
  • All shrinkable windows are now expanded by default
Fixes
  • Fixed a freetravellers event
  • Fixed some typos in module descriptions
  • Fixed crew skill numbers when an item in crew roles panel is hovered
  • Fixed module slot placement error on lev 10 boss
  • Fixed 1 perk for endurance, rebalanced some perks
  • Lovers type cryodream recorder navmesh tuning
  • Space pods with player crew will never self destruct any more
  • Fixed an issue that UI scale by default set itself to 0.01 in certain conditions.
  • 1.75x UI scale now uses 1.5 scale cursors
  • Sector 10 exit is now spawned in the middle of the map
  • Fixed sector 10 warpship captain portrait
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Shortest Trip to Earth Iceberg Interactive

Patch 5: "Extra Achievements Update"



Hello once again, fellow space travellers!

This patch gives you +9 new achievements, modifies existing achievements slightly plus fixes some more issues and glitches. Read the full changelog below and have a merry weekend!

New content
  • Added 9 new achievements. Updated a few existing achievements.
  • Added "Cohh" and "Carnage" to human crew name pools.
Rebalances
  • Removed some core slots from the Endurance ship
  • Made spideraa fleets stronger
  • Changed Tigerfish starting crew slightly
  • Rebalanced 2 nukes
Fixes
  • Updated "module crafts available warning" hover text
  • The game now counts retirings as deaths for death count achievements (on perk screen start button press)
  • Stop fire button fixed
  • Ship module maxHealth is now saved together with health (fixes minor issues when loading a game that has module prefabs with updated maxHealth)
  • Minimized windows have red expand buttons now


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Iceberg Interactive

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Increased Quality of Life Hotfix 4 (05.09.2019)



Hello and merry existence again, fellow space survivors!

Today’s hotfix will bring you numerous quality-of-life updates. Most importantly: significant updates to UI, such as being able to select all wounded crew or drones.

Additionally, DIY tech that can be crafted has been organized into neat categories, and many glitches fixed and optimizations implemented. As a cherry on top of cake, the Gardenship and Bluestar now have the possibility to craft themselves a second nuke slot.

Read the full changelog below.
Various misc & quality of life updates
  • DIY modules are now organized into neat categories
  • New options: "Select wounded crew/pets" and "select broken drones"
  • Crew/power preset save button now requires confirmation, it cancels if not used in 5 seconds
  • Local warp gates now show in starmap where they take the player
  • Asteroid hit on starmap won't cause ship to stop any more
  • Crew that operated labs and gardens will attempt to resume working in them after battle
  • Added shield point generation speed to Player stats panel
  • Crew assignments panel can be now minimized
  • UI buttons that select crew now show more clearly where the selected crew is
  • Speech bubble "cannot operate" added to crew status visualizer
  • Some sounds tuning on crew selection
  • Crew now always tries to go to the nearest module operating spot (should prevent bridge operators changing seats on bridge after loading crew preset)
  • Weapon and point def loading bar is now coloured yellow while reloading
  • Added some cool streamer names to human name pool: Nookrium, MetalCanyon, Enter_Elysium, Tortuga Power & Mousegunner.
  • Renamed crew "assignments" to "roles"
Rebalances
  • Added 1 upgradeable "undeveloped" nuke slot to Bluestar and Gardenship
  • Crafting a module now has a delay just like module move/install has
  • Enemy weapons with accuracy below 16 will now usually target player ship hull centred (after a few shots)
  • Level 10 boss fight key target is now harder to hit
  • Made Spideraa ships stronger, made 1 Spideraa laser stronger
  • Made a Spideraa container better
  • Starting from second or third sector won't give crew level-up point any more.
  • Rebalanced slot upgrade costs
  • Rebalanced bridges. Bridges can now have a maximum of 3 crew.
  • Rebalanced ship starting stats, engine evasion bonuses, exotic toy perk
  • All bridges can now be operated by a maximum of 3 crew
  • Rebalanced sniper guns, now slightly more accurate
  • Rebalanced 3 ship augmentation perks
  • Many enemy ships rebalanced slightly stronger, added to human crew lists
  • Nuke launcher health and nuke projectile health are now always the same. Increased reactor importance and lowered weapon importance for enemy ship AI
Fixes
  • Level 10 boss won't drop its planetkiller weapon any more
  • Fixed "lovers met" count shown in game end stats
  • Fixed Endurance infinite nuke glitch
  • "Allow ship HP repair" is now saved and won't reset after loading game
  • Tutorial exit warp gate name is now visible on starmap
  • Added a fix that completes level 5 when the save game is stuck after winning the boss fight
  • Boss ships are now always positioned opposite of player ship
  • Fixed module outline rotation issue


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Iceberg Interactive

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Hotfix 3 (28.08.2019)


Hello again most wonderful fellow rogues!
We have great news for those who have been playing with small screens - crew and module panels can be now minimized! They are also minimized as default for small screens (height 900px or less). In addition, several bugs have been fixed. We will continue to release hotfixes in the near future, and also look forward to release a small development roadmap soon. Thank you so much for your continued support and feedback!

New Features & content
  • Major Quality of Life update: Module & Crew info panels can now be expanded/shrinked
  • Added 3 new bioetec multicontainers into game


Rebalancings
  • Fate point achievements are now given during the game and not after player death
  • Set ship self destruct to 30 seconds. Battle end won't trigger instant enemy ship destruction any more.
  • Reduced evasion bonus of some artifacts and engines


Fixes & misc
  • Module slot upgrade and weapon crafting experience in tutorial is much smoother now
  • Tutorial weapon power check, fire assignment check and weapon crafted check can be skipped by player
  • Fixed tutorial getting stuck in battle when there are no modules to repair
  • Possible navblocker issue fix on bluestar ship
  • Fixed 2 SOS smugglers, 3 SOS-events and 2 ambushers
  • Player ship won't trigger self destruction any more if all player crew leaves the ship
  • Fixed module type for medbays. Added unit test to prevent this mistake in the future
  • Removed skull speech bubble from SecurityOfficers entering ship (only crew with Intruder role now uses it)
  • Typofixes
  • Ship perfomance optimizations


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Iceberg Interactive

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Post-Launch Hotfix: No. 2

Hello fellow space survivors!

Today's hotfix repairs a number of issues stated below. We remain dedicated to fixing and improving everything in the Shortest Trip to Earth universe.

Thank you for your support and we wish you all a lovely weekend!



Changelog
  • Victory panel lines now animate faster (each line animation time is set between 1 and 6 seconds)
  • Crew/power presets now save crew role for each crew member too
  • Laser beams are now part of save game (better mid-beam game save/load, especially noticable with Lv10 boss). Rewrote how weapons check if their shot is in progress or not (caused weapons-not-shooting issue after game load)
  • Repaired 1 malfunctioning perk
  • Various updates to perks and ships
  • Damage to laser weapons now cancel the beam (but won't make it forget its target). Weapon overload won't make it forget its target anymore.
  • Melee hand weapons are now part of save game too
  • More performance optimizations (mostly in warnings and ship health code)
  • Explosives and synthetics containers graphical update
  • A few miscellaneous text lines have been edited


After 1.0.9, we made another build (1.0.10) and pushed it live, in order to solve these 2 very problematic issues:
[List]Auto-aim didn't work at all any more
Nukes flew way too slowly when in slow-mo mode


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Iceberg Interactive

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