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Carriers + Patreon - Update 1.3

[h3]Greetings commanders![/h3]

This is a special update! Not only because it has a ton of features, but also because I'm launching my Patreon! If you don't know what Patreon is, it's a platform where you can subscribe to support my work in exchange for exclusive benefits, according to how much you want to contribute. Benefits vary from becoming a Beta Tester, and in higher tiers, designing your own NPC crewman, which will appear in-game for all players to use!
As a solo indie developer, every bit of financial support is much appreciated, so we can focus on what we love the most: making games. And I want to make Star Valor one of the best Space ARPGs!

So, if you like my work and where I'm going with the game, you can find my Patreon link in the game main menu.


[h3]Ok, Now to the update:[/h3]

One of the main changes here is the introduction of Carriers, the first of many ship "roles" that will be added to the game. Besides being frequently requested, it adds a lot of fun to fleet building. Another very cool feature is the special stats on weapon mounts, like multi-barrel shots or specific bonuses that can boost certain ship models.
For those who like to fly smaller ships, now you have the option to use Plasma Torpedoes, which are very slow but can benefit greatly from your fast ship's momentum. Just be careful with self-murder ;)
Renaming ships and crafted weapons was also very requested and is finally in the game.
Another big change that you will immediately notice is on the AI. They now choose their weapons better and are bit smarter when using it. Be extra careful with those missile boats! I'd advise having good Point Defenses.
Oh and the game should save and load a bit faster now :)
There is a lot more features and changes, but I'll let you read below.
Please note that, in such a big update (and also Early Access), many things will probably need balancing, which will be done in the upcoming updates. So don't worry, backup your save files if you want to make sure, and go have fun!


[h3]Carriers:[/h3]
  • Added ship stat: Hangar, which can be of 2 types.
    Drone Hangars, which are, currently, just free space for any type of drone.
    Ship Hangars, which serves as a docking bay for your fleet ships to repair, as long as they are the appropriate size class. Hangar space works like 'fleet space' (2 for shuttle, 3 for yacht, 5 for corvette, and so on). The Hangar space also adds to your current 'Fleet Commander' points.
  • Added ship 'roles' to identify its main uses, starting with Carrier. Carriers usually have big hangar space and give certain bonuses to your fleet ships.
  • Several ship models were defined as Carriers, like the Horizon, Dominance and Scourge. Others just received Hangar space for ships, like the Titan or the Beetle.
  • Added Venghi Size 5 - Cruiser / Carrier, the V5C-A.


[h3]Weapon mounts:[/h3]
  • Weapon Mounts may now have special bonuses, which will show up on their tooltip. A 'Star' icon indicates special (positive) bonuses.



  • Added multi-barrel weapon mounts. The extra barrels will fire simultaneously or in sequence with the main barrel, but for no cost in ammo, energy or heat. To compensate, however, they usually come with a damage penalty.



  • Several ship models had their weapon mounts altered/upgraded.


[h3]Crew / Fleet:[/h3]
  • You can now add a nickname to crew members/ship captains, to be used instead of their names in the UI and most log entries.
  • The "Order Fire" action (F or the fleet panel button) will now tell fleet ships to focus on that target if possible. The "Hold Fire" action (H or the fleet panel button) will cancel all focus target orders.
  • Added a customizable "Launch / Attack" key for each fleet ship. It will launch the ship if docked and set your current target as its "focus target". If the fleet ship is already active, it will only set the focus target.
  • You can now see the weapons, armor and shields of mercenaries before hiring them.



  • Fleet ships emergency warp threshold no longer resets to 20% and is now 30% by default.
  • The level of mercenaries in Arena Mode are now closer to player level.
  • Crew members are assigned automatically when there is only one seat option.


[h3]Equipment:[/h3]
  • Added weapon: Plasma Torpedo. Very slow energy "projectile" with heavy damage. It's mostly intended to be used by smaller ships while "jousting", which adds momentum to the projectile, increasing its range and speed.



  • You can now rename crafted weapons.
  • Added equipment: Large Miners Reactor and Weapon Stabilizer.
  • Weapon Tooltip now show its main type (plasma, energy, etc) for bonus purposes.
  • Venghi Light Blaster received +10 speed and can now hit projectiles and drones.
  • Venghi Heavy Blaster received +10 speed, +3 base damage and slightly reduced heat generation.
  • Venghi Missile Launcher received +6 base damage, +10% critical chance and now uses 2 missile ammo instead of 3.
  • Increased HP of missiles (specially Venghi), drones and mines.
  • Several other weapons had their Tech Level requisites changed, as well as some stats.
  • Weapons now also stack in the inventory.
  • Drone bays no longer have ship size requirement.


[h3]AI:[/h3]
  • Reworked AI weapon choice and management. They will now make better use of turrets and PD weapons (gunners will also aim better at projectiles). This can make enemies significantly more dangerous.
  • AI ships may now randomly repair nearby allies, if they can.
  • Slightly improved "hit and run" combat tactic for AI.
  • Increased amount of ammo stored by the AI.


[h3]Gameplay / Difficulty[/h3]
  • Random marauder attacks now happen less frequently, especially on controlled sectors. The number of active marauder hideouts in the sector, plus player “bounty” (attract more powerful enemies perk) also affects the attack chance.
  • Added 'Bounty' (you attract more powerful enemies) to all station-destroying perks (Genocidal, Star Killer and Traitor).
  • Minimum damage needed for 'The Last Starfighter' perk/achievement reduced from 90% to 80%.
  • Stations now have increased chance of dropping faction items.
  • Drastically increased chance of faction items as 'boss' quest rewards. Chance of orange items are also higher.
  • Defeating Hunter Fleet ships over level 20 will always affect reputation.


[h3]Other:[/h3]
  • Random Asteroids now spawn in small clusters instead of being scattered anywhere. This will make mineral rich/poor systems more meaningful and should improve saving/loading times. It will also improve navigation on big ships and mining outside proper asteroid fields.
  • Save game routine got updated, which should considerably reduce the loss of games due to corrupted files.
  • The ship image shown in the Heat Panel now matches your actual ship model.
  • The T4 skills that grant +10% equipment space and +10% cargo space are now rounded to nearest integer, instead of rounded down.
  • Reduced friction between objects, which should prevent most "ship stuck" situations.
  • Sell modifier for ship models increased from 10% to 30% of base price.
  • Decreased volume of Drone weapons.
  • Added button 'Set Control All', which changes control mode on all gunners at once.
  • Reduced 'White Collar' background perk starting credits from 6000 to 3000.
  • Updated ship model portraits.


[h3]BUG Fixes:[/h3]
  • Fixed BUG that caused "Burst light laser" still being used by high level AI.
  • Fixed BUG that would make Sam Holo keep coming back instead of really leaving.
  • Fixed weapon tooltip not closing properly after selling an item with shift + right click
  • Fixed 'Destroy' button appearing as 'Dismiss' for items.
  • Fixed "weird turning" on dreadnoughts (specially the Sanctuary).

Update - 1.2.9e

  • Tech Level progress is a bit faster now, specially when scavenging higher level graveyards or scrapping higher Tech Level items (both relative to your current Tech Level).
  • Increased Holocron bonus for gaining Tech Level.
  • Item tooltip now shows the actual % progress gained if you scrap it.
  • Added 4 Instructor bonuses that increases advancement rate of knowledge stats: Tech Level, Space Pilot, Fleet Commander and Geology.
  • Increased HP threshold for Emergency Warp to 80% max.
  • Fleet Ship behavior is now saved in the commander data, instead of resetting every time you assign him/her as pilot or captain.
  • AI Ships (fleet ships included) now restock drones and recall repair drones when at full HP.
  • Fixed fleet ships randomly wandering around without attacking their target or repairing fleet mates.
  • Fixed BUG that would revert knowledge points to character level after going over it.
  • Fixed launch button on fleet control saying "dock" when a ship is in another sector

Update - 1.2.9c

  • Now you improve Space Pilot or Fleet Commander by defeating enemies whose level is around (not lower than 5 points or 20%) the value you have on that particular knowledge, instead of your character level. Example: if you have Space Pilot 20, you can improve it by defeating enemies level 15 or higher. If you have 40, defeating enemies level 32 (80% of 40) or higher will do it. Defeating enemies higher level than you is much more effective. Additionally, silver stars are worth 2 and gold stars are worth 5. As for all knowledge, improving high levels takes longer than lower ones.
  • Tech Level now works similar to the above, meaning you can improve it by scrapping items whose tech level is around yours (not lower than 5 points, or 80% your own tech level). It is now progression based, instead of a 100% chance as before.
  • Crafted items yield no Tech Level when scrapped.
  • Scavenging ship graveyards also works for improving tech level, using the graveyard's level in comparison to your TL.
  • Added item: Scrap Metal, which will later be used for crafting and can not be found on stations.
  • Ship Graveyards now only drop Energy Cells or Scrap Metal, unless you have certain skills or perks to drop other items or equipment. Ocasional escape pods still drop. If the graveyard level is 5 points higher than your Tech Level, you'll only obtain junk and energy cells, although it will still count for your Tech Level progression.
  • Changed 'Scavenging' Skill to increase 20% scavenge speed and 10% chance to obtain special items.
  • Removed chance to gain Tech Level from Debris Analyzers and increased scavenging loot bonus.
  • Knowledge levels are not limited by player character level anymore.
  • Scrapping a holocron now always affect your progression to learn tech level, regardless of its level.
  • Added a progress bar to every knowledge stat.
  • Commanders of player fleet ships now apply all skill bonus effects to their ship (player character effects like 'market insight' will not apply though).
  • Fleet Ships with a Warp Drive can now emergency warp to the nearest sector when their HP falls under a % threshold, which you can define from 0% (never warp) to 50% total hull points. After emergency warping, they need to be fully repaired before doing so again.
  • Fleet Ships in another sector will wait and rejoin the fleet once you get there. They can also be called anytime to warp in and assist the player, if they have a warp drive.
  • For now there is no range limitations for calling a fleet, which will serve as testing and will probably change in upcoming updates, or become perk bound, etc.
    OBS: Please note that fleet ships in old saves may be relocated to the initial sector (25,14), so you'll have to go back and get them.
  • Fixed BUG that would make fleet ships try to repair themselves and stop moving.
  • Fixed BUG that would prevent basic commands until you pressed ESC twice.
  • Fixed sector map showing "100% explored" when it isn't.
  • Fixed 'target enemy' command (T) targeting derelicts.
  • Fixed BUG that spawned multiple copies of a towed derelict ship.
  • Fixed towing ships through jumpgates not working without a warp drive.
  • Updated several new item and skill icons.

Follow up fixes:
  • Fixed recent hired mercenaries being listed twice on the fleet panel.

Update - 1.2.9 (Updated May 13)

  • Replaced many "placeholder" item icons
  • Added "Warp Towage Array", which sustains tractor beams during warp, either with jumpgate or warp drive. For now it only works with derelict ship models.
  • Random drifting loot (escape pods, items or ships) now properly remain on the sector until you collect it or it gets destroyed. Enemy drops, however, still only lasts for 5 minutes and will de-spawn if you leave the sector.
  • Added fleet ship role: Repair. They will look for damaged targets (in order of damage percentage), go to them and repair them (if a repair beam is installed).
  • Added a fleet setup panel where you can define combat tactic ('Strafe and fire' or 'Hit and Run'), role ('Damage' or 'Repair') and ship collision ('Ignore' or 'Avoid') on individual ships. More options are being added.
  • Fleet members will automatically ignore ship collisions when trying to dock and collision damage option is off, or when you set ship collision to 'ignore'.
  • Fleet member names and icons are now blue/cyan instead of green.
  • Fleet member panel now also shows an energy bar.
  • Increased chance of faction items being available at stations.
  • Crew rescued from drifting escape pods are now at least green quality. Increased chance of getting escape pods from graveyards.
  • New crew members will now have at least 1 bonus effect and minimum 100% skill efficiency.
  • Added Pilot bonuses: 'Speed boost' and 'Speed boost cost'.
  • Hunter Fleets will now only focus the player (nonstop chasing) when level 20 or higher and if it's from a faction.
  • Now you can decrease weapon delay with right click.
  • ESC Menu will no longer be closed by commands like Sector Map, skills, Galaxy Map, etc.
  • Fixed sector map not loading properly due to a quest bug (which is also being fixed).
  • Fixed ship data not loading properly due to a BUG in invalid crew members.
  • Fixed final station of elimination quests being of a different faction.

[h3]Follow up fixes (1.2.9a):[/h3]
  • Ship steering no longer gets blocked while your cursor is on the UI (fleet control panel for instance)
  • Fixed a BUG that caused double derelict ships and other issues.

[h3]Follow up fixes (1.2.9b):[/h3]
  • Fixed (another) BUG on derelict ships.
  • Fixed weapon icon on crafted weapons not showing properly.
  • Fixed tech level, space pilot and fleet commander gains not saving properly
OBS: Please note that some of these changes will only prevent new bugs from happening, but will not fix already broken ships or characters.

Small Update - 1.2.8b

  • Added combat procedural quests in 3 difficulty levels: normal, elite and boss. Boss level may grant orange loot as reward.
  • Increased rarity boost on Ravager loot.
  • Increased equipment sell value on lower levels and decreased in higher levels.
  • 'Target' action (default T) now only targets enemies. If no enemy target is near, it will also clear your current target, this way, if you press T it will make sure you either have an enemy selected or no one at all.
  • Added 'Target Any' action (default Y) that will target friendly or neutral ships.
  • 'Quest Log' is now bound to U by default. OBS: Old players may need to rebind these new keys in the control setup.
  • Destroying 'The Exiled' now properly removes the quest to defeat it, and it won't spawn anymore.
  • Added a floating message for when fleet members level up.
  • Fixed 'Marauder' perk not being reacquired once it's duration ends and the requirements are met again.
  • Player character XP gain reduced by 30% and ship crew/fleet reduced by 15%.
  • Removed global trading % bonus from 'Trader' background perk.
  • Changed most stats of 'White Collar' background perk, including the addition of 'bounty' ("attract more powerful enemies").
  • Changed some stats of 'Lone Wolf' background perk and included 'bounty'.
  • Fixed fleet ship becoming gold star when assigning Ziggy as commander.
  • Syndicate ships: Decreased 'Global Trading' bonus from 3% to 2%, 'Warp Distance' bonus from 50% to 33% and added 'Fleet Commander +2'.
  • You can no longer target neutral or friendly stations by left click or hovering mouse on it, only by pressing Y (default for 'Target Neutral/Friendly' command).