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Star Valor News

1.4 Update Preview - Star Valor DevLog #2

In this devlog, Laious shows main features coming with Early Access version 1.4 of Star Valor (out in a couple of days), inside Unity Engine environment, as well as some of what's coming next.

[previewyoutube][/previewyoutube]

Terror, Red Skull Battleship, size 5 (Cruiser)

Another teaser video for the 1.4 version, showing the Terror and its weapon loadout, including a super weapon on its Spinal Mount. Close and side view of the 3D ship model.

[previewyoutube][/previewyoutube]

Developer Update - Star Valor DevLog

Star Valor developer shows a sneak Peek into 1.4 version. Laious demonstrates a bit of his work environment in Unity Engine, as well as new features coming soon in Early Access, on Steam, focusing a bit on the new ship 'Isilo' and a few other new items.

[previewyoutube][/previewyoutube]

Small Patch - 1.3.5c

[h3]1.3.5b:[/h3]
  • 'Front firing' turrets (not fixed) without a gunner will be manned by whoever has the higher effective aiming, between 70% of the co-pilot gunnery or 40% of the captain gunnery.
  • Fixed BUG that would prevent fleet ships from docking in the carrier, after swapping ships.
  • Increased stock for all ammo types and they are now traded in any station.
  • The 3 main guns on the 'Dominance' received +10% damage boost and +80% projectile size/beam width.
  • Hired crew member is now assigned as a ship passenger instead of in the station.
  • The chance of finding special crew members is now initially higher, then decreases for each one already found.
  • Improved AI mining with bigger ships.
  • Increased Spinal Mounts flat damage boost.
  • Fixed 'Remove special crew' button on new game setup.
  • Fixed 'unable to dock' BUG.
[h3]1.3.5c:[/h3]
  • Fixed wingman not docking on Arena mode.


Update - 1.3.5



[h3]Greetings Commanders![/h3]

This update brings many features requested by players and collaborators, which I'm proud to announce, as well as the first "batch" of unique/special crew members created by our patrons and collaborators! They are a bit rare to find, but once you do, they are unlocked to start new games with, cool huh? Many different and interesting play styles await you!

If you want to have your own crew member in the game, or just want to support the game development, join me on Patreon (/laious)!

[h3]Here is the Patreon list for Feb-2022:[/h3]

Commanders:
- Ryan Schubert
- Warlock Raccoon

Captains:
- Jean-Philippe Martel
- XxVeratyrxX
- BalaCanabis
- Gary Scott
- Punkoala
- Zarinthal the Sleepy Dragon
- kolby varner
- Kevin Chote
- Gio
- ZipTieFun
- Aaron Cook
- CorruptedVariant
- llamasmurf

Pilots:
- AJ Parker
- Latheos
- Casey Kelleher
- Graeme Kent
- Tigger
- HansP3ter
- Brandon Curlee
- Libo
- Scott Frisius
- Kothar Harroc

Rookies:
- Brian
- Herbert Monni
- Andrew
- James Ketola
- Martin Nielsen
- Matthew Ritter
- Kero7
- Dave Barretti
- Jeremy Sandahl
- Chus Seoane


[h3]1.3.5 changes:[/h3]

  • Added special crew members created by collaborators and Patrons (Commander Tier on patreon /laious). They spawn in graveyards or as derelict, only once per game each, and can be used to start new games.


  • Replaced one perk slot with a crew member (co-pilot) slot, on the new game setup panel.
  • Added 'Mining' role for fleet ships: They will look for nearby asteroids (up to a flat distance plus 2 times the distance value you set on Fleet Panel), go there and mine until you recall or they need repairs. They return to follow you as soon as no nearby rocks are found.



  • Added 'Collector Beam', which automatically pulls nearby loot if you have space in cargo. You can stack collectors for multiple towing and their range increase with rarity.



  • Added ship: Valkyrie, CoT Frigate Battleship.



  • Added ship: Empress, Independent Cruiser Battleship.



  • Corrected Spinal Mount raw damage bonus, specially on low rate of fire weapons.
  • Normal charging weapons now consume a limited number of Flux charges when firing (for now, only 1), but each charge adds higher damage bonus than before. Spinal mounts still consome all Flux charges, but for lower bonus damage on each. Also, Flux damage bonus now scales with the weapon space, where bigger weapons receive less % bonus for each Flux, with a minimum of +10% per charge.
  • Activated Equipment state is now persistent after warping, save/loading or even changing gear. Only self-targeting (auto repairs, refineries, flux capacitors, etc) equipment state is saved.
  • Added 'cooldown' to cloaking devices and changed most of their stats.
  • CoT ships now have double effective energy generation while cloaked, instead of a reduction in cost of activation.
  • The note color selection on Galaxy Map is now always visible.
  • Item Tech Level is no longer increased by rarity.
  • Most Warp Drives had their space reduced by 1.
  • V2F and V3G both received a co-pilot seat.
  • Gunners no longer learn specific weapon damage bonus effects (energy, plasma, etc). Normal weapon damage bonus remains in the pool. Note: Existing crew members will keep their specialized bonuses as they are now.
  • Player Fleet: Front facing turrets on small ships (up to Corvette) with no gunner assigned, are now manned by the copilot with 70% of his gunnery skill. If there is no co-pilot assigned, the pilot/captain gunnery is used instead, with 40% effectiveness.
    Note: Before this change, all turrets with no gunners had zero base aiming, so in any case it is now an improvement.
  • Shield Absorber's stats changed a bit in order to be more useful. Later on they will be remade.
  • Added PMC Carrier bonuses to the Dominance and Scourge: +20 mining laser damage to fleet ships.
  • Item tooltip is now updated when you sell/equip/load an item and a different one gets under the cursor.
  • The 'Carrier Launch / Attack' key for fleet ships now also order them to warp-in from another sector.
  • Fixed BUG when a fleet ship with melee weapons would collide with the carrier, when trying to dock.
  • Loot will move back when ending up "inside" objects like stations or jump gates.
  • Fixed laser beam staying visible after cloaking.
  • Fixed objects and locations spawning too close to each other in the sector.