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Player Fleet (Ship Crew part 2) - Update 1.2.7



Greetings Commanders!

Player Fleet (Ship Crew Part 2) is here!

This is a big update, so besides already taking a while, it will certainly receive more updates/fixes in the upcoming days. So be advised things will change, and to make sure, backup your save files.


Player Fleet


You can assign crew as captains of your unused ship models, and they will become part of your fleet with all equipment and weapons properly installed! Simple as that.
You will need (and spend) Fleet Commander (Knowledge) points for each ship, as follows: Shuttle 2, Yacht 3, Corvette 5, Frigate 10, Cruiser 20, Dreadnought 40.
Mercenaries still work as they were and therefore don’t need FC when hired.

Fleet ship captains currently only use their Pilot and Gunner efficiency skills, and other crewmembers won’t be used for now. Later on I intend to make fleet ships fully operational with crew.

You will find the Fleet Control panel on the top right of the screen, with basic control options. This panel can be opened/closed by pressing Z (default).

I hope you all like the changes, and have fun!
- Laious

  • Added 2 experience perks: Piloting (+2 bonus Space Pilot) and Command (+2 bonus Fleet Commander)
  • Hired mercenary repairs are now paid by the player.
  • 'Technology' and 'The Last Starfighter' perks now grant +2 bonus Tech Level instead of +1.
  • The procedural galaxy will now generate high level sectors a bit farther away from the star zone, resulting in more low level sectors around the area. The game difficulty (relaxed, normal or hardcore) also affects this.
  • Starter sector is now 'very small' size instead of 'small', this will make the new player experience a bit more pleasant without longer trips in a slow starter ship.
  • Low level sectors (up to level 10) will now only be 'Small' or 'Very Small' sizes.
  • Refineries will now properly refine higher quality metal, including a small chance to find specials (silver, gold and platinum). Please note that effective refinery rate is lower on high tier metals.
  • Added new Red Skull Frigate (size 4): Nightmare.
  • Added new Red Skull Corvette (size 3): Saw.
  • Added Tier 3 (blue) independent Yacht: Dragon.
  • Replaced ships: Wasp, Viper, Space Trader and Falcon with new models: Pegasus, Wolf, Hercules and Rokkuita, respectively.
  • The Hauler (size 3 spaceship) model is now unlocked by default, just like the Speeder (size 1) and Galaxy worn (size 2).
  • Increased Walrus ship model size from 2 (yacht) to 3 (corvette).
  • Renamed ship model 'Interceptor' to 'Razor'.
  • Changed V4G-A model colliders to avoid getting asteroids stuck on it's wings.
  • Changed Galaxy and Phantom colliders to avoid getting stuck in other objects.
  • Gunners on turrets with repair beams will try to heal allied ships now. It also works on AI ship turrets, including those on your fleet.
  • Added option to turn 'Run in Background' on/off
  • Venghi stations no longer have an Academy.
  • Elites and Bosses below level 50 now have lower Damage Resistances and use slightly lower level weapons.
  • Equipping a weapon will automatically assign it to the next free slot, if available and with enough space for it.
  • Increased time between bursts of all Burst weapons and burst crafting modifier by 10-20%.
  • Slightly increased camera visibility in low zoom levels, specially in level 3 which is the max zoom out for small ships.
  • Result weapon on crafting will now properly account for ship bonuses. You may opt to show raw values instead.
  • Your last selected weapon (on ship Hangar, Market, etc.) is now shown in the crafting panel for comparison.
  • Increased chance of faction specific weapons being sold at their stations.
  • Your ship's weapon damage bonus now also apply to melee weapon damage in Red Skull ships.
  • Increased chance to find Escape Pods in graveyards from 3% to 4%.
  • Sector map will now show basic sector information on the top left of the screen.
  • Ravager bosses should no longer spawn right in the center of a sector.
  • Battle Fleets now move a bit every 20 seconds instead of 30.
  • Destroying Fleet Ships now always affect reputation, not only when you are attacked first.
  • Fixed player ship getting teleported after leaving a station.
  • Fixed predefined Beam weapons (including mining lasers and ION) that were hitting 25 times a second instead of 20 as intended (which is how crafted weapons work, hence they suffered no change).
  • Fixed a BUG that occurred to some old save games prior to 1.1.9 and would make the game unplayable.
  • Fixed active equipment not deactivating when uninstalled.
  • Fixed Weapon Heat Cap bonus not applying on individual turrets.

Closed Beta - 1.2.7c

- Fixed Fleet Ships not spawning at the right position after docking.
- Fixed Fleet Ships not properly dying!
- Gunners on turrets with repair beams will try to heal allied ships now. It also works on AI ship turrets.

Closed Beta - 1.2.7b

- Fixed AI stats not being saved when repairing and docking.
- Fixed AI pathfinding, specially on Cerberus, Nightmare and other ships with special colliders on the front.
- Fixed default option for opening Fleet Control Panel in old save games to "true".
- When a fleet ship is destroyed, it will now drop an escape pod with the pilot/captain.
- You can no longer remove a ship from the fleet if it's damaged.
- Opening Galaxy Map now properly hides Fleet Control Panel.
- Your fleet size is now limited to your Fleet Commander (Knowledge). The "cost" for each ship is based on it's size class: 2 for shuttle, 3 yacht, 5 corvette, 10 frigate, 20 cruiser and 40 dreadnought.
- The Fleet Control Panel now properly hides when you open Galaxy or Sector Map.

Korean Localization - 1.2.6.kor

Thanks to the collaboration of jihun lee (Snable) we have the game completely translated to Korean!
Remember to tell your friends the game is still on sale until tomorrow! :)

Welcome, our friends from Korea!

Have fun everyone!

한국에서 온 우리 친구들을 환영합니다!

모두 즐겁게 보내세요!

Update - 1.2.6



  • AI ships may now spawn with an escort or in groups, after level 10.
  • Weapon slots now have tooltips showing weapons installed on the turret and the gunner manning it, when available.
  • Upgraded spotlight now has increased light intensity and range.
  • Friendly Fire now also affects normal collision damage (not only Red Skull ship's melee weapons).
  • Activated Equipment (refinery, auto repair, nitro cooling, etc.) no longer reset when the ship is updated somehow, unless you are docked in a station.
  • Allied factions will now properly attack each other in the Arena.
  • Weapon tooltip now properly accounts critical damage bonus on DPS calculation.
  • Fixed some gunner bonuses not applying when changing gunner seats.
  • Fixed timed fuse weapons not receiving range bonuses.
  • Removed "Alpha" from numeric key binds on equipment (Example: "Alpha5" is now only "5").
  • Fixed VSync turning off when restarting the game or changing target framerate.
  • Marauders no longer hit each other when friendly fire is off.
  • Hunter Fleets will now try to stay on their targets instead of wandering around.