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KickStarter Star Traders: Frontiers - space sandbox game by Trese Brothers

Morkar Left

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Hey, they are really flashing out the game with lots of new stuff. Have to get back to it.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/335620/announcements/detail/2780291919913942382

Update #72: Auto This, Auto That
15 June - Trese Brothers
e6aa27bf86b6ba7bd5e9bd5344b0c854325bf334.jpg

The theme for Update #72 is automation and quality of life. We're releasing two major auto-features to help speed up the management of crews large and small. On top of the auto-features, we've included another big set of improvements, balances and other quality of life improvements to round out the update.

Auto-Train Talents
Auto-Train helps intelligently pick Talents for any crew in the current filter who have Talents to train. This can help reduce the management for larger crews or completely remove Talent training aspect of the game for captains who are not interested in this part of the crew management. The auto-train routine picks Talents that are not covered by the current crew and it is capable of making a workable mix of Talents throughout the game as your team continues to gain in levels.

The ability to Auto-Train by filter allows you to quickly hone in on who you want to train or not. You can mark a set of crew with gold stars and quickly filter for that and train them.

One limitation is that if an officer has Job levels that have not been spent, auto-train refuses to train their Talents. You'll need to train those Job levels. Finally, you can always Retrain Talents for a price.

c7710e3036d6054b53aabec0b372a40bb048e7ad.jpg

Auto-Assign Uniforms
If you want a crew that has more uniform outfits, you can now select a crew member and assign their outfit and accessory set to other crew members with the Auto-Assign feature. You can choose to assign this visual setup to all characters or all characters who share the job. So, it is now easy to set every male character to the red-coat pirate or to set all of your soldiers to the heavy armored outfit. This has been heavily requested, so enjoy tweaking your crew!

df76577bea9e9b91bc3c5b6119c80f0ee9f74bdc.jpg

Rank, Permit and Edict Benefits
When considering the purchase of a Rank, Edict or Permit from a Contact, we have added the list of benefits for these items to the bottom of the offer screen. While the list is not exhaustive yet, it is a good step -- mentioning rules about Prize Ships, mission price bonuses, when you will lose Rank/Edict/Permit for losing Rep and exactly how much, etc. We'll keep adding to these as we go!

More Quality of Life
You can now play any of the card games by using the same keybinding hooked into "go" for navigate. The default is space -- so spacebar once to explore, spacebar again to reset the cards. Be careful, it is now way easier to play too quickly and get yourself in trouble! Spacebar! Spacebar! By the pit, was that 4 xeno cards? Spacebar!

We've done another round of improvements in ship encounters with Independents to further express the fact that you can't lose Rep with Indies. We're working our way through all the prompts that mention loss of Rep, and making sure that they are correct considering the faction.

v2.2.75 - 6/14/2018
- Added Auto-Train feature which trains Talents for all characters in the selected filter
- Added Auto-Assign Uniform feature which automatically sets uniform for all characters or all characters by job
- Wired Navigate keybinding (space) to Explore/Spy/Patrol/Blockade/Black Market card games go / reset
- Improved stats of AV28 LMG weapon sold by Contacts
- Improved encounter prompts when facing indies as there is no reputation loss with their disorganized faction
- Fixed bug where Basic / Adv Medicines were not being affected by Shortage and Surplus Rumors
- Fixed bug where Flight Academy Provosts were offering universal pardons
- Fixed story bugs related to order of operations in Erik Faen's story
- Added missing SFX in some card games
 

Taka-Haradin puolipeikko

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https://steamcommunity.com/games/335620/announcements/detail/1721949565408694919

Update #85: Engaging Secondary Burners

18BE0C2E7FD8CE57C4589B11E1C78D2A21A1BB77


This week's update continues the push on polish and deepening important systems within the game. We're engaging the secondary burners now as we are very close to coming up out of Early Access and into our full Steam status. Full Steam ahead, as they say!

Rumor Recruits
Spice Festivals offer Smugglers and now Mercenary Recruits ensure that there are always fighting men and women -- Swordsman, Pistoleers and Soldiers available in the Spice Hall. More specialized recruit-rumor matching will be coming, but most of the Rumors in the game today are better matched with Jobs that will be released post launch, so we are being patient with this awesome part of Rumors.

Indie Ships
Indies are marginalized at best, often discriminated against and rolled under the treads of the great factions. But among these ostracized, outcast and criminals there are those who fight for indies to have a better place -- the Hunna Collective. With this update, we've added a unique connection between the two factions -- if you destroy indie ships, you stand to lose Rep with the Hunna. Independents have no centralized intelligence system and lack the organization to maintain a Rep with any given Star Trader. However, the Hunna remember. Any infraction less than outright destruction of an indie does not incur Rep loss.

CB2C6766FC249DC01AC2B3A44DE5BE885D1B8A11

QoL to the Wall
These last updates will be jammed full of quality of life improvements as the final layers of polish are prepared. The long neglected HUD elements that have been missing tooltips now all have them. We've added 2 needed sort routines for crew list (HP, Morale). New Game Contacts now indicates how many Introduction givers you have selected and the Attributes screen is rebuilt. A bunch of Talent cooldown bugs have been fixed as well as further fixing ship encounters and victory or loss results against xeno. We're fixing, improving, waxing!

Our next few updates will return to hammering in new content alongside the QoL. If you're enjoying the update pace, please leave a review and tell a friend!

v2.3.19 - 7/25/2018
- Swordsman, Pistoleers and Soldiers are always available for Recruit whenever there is a Mercenaries Rumor
- Ruthless destruction indie ships may cause Rep loss with the Hunna
- HUD elements (faction flag, rep, health, date, danger, fuel, min fuel for HW jump) now all have helpful tooltips
- Added 2 new sort options to crew list -- sort by low health, sort by low morale
- New Game Contacts listing includes details as to who offers Introductions
- Wiki and Lorebook links now on the main menu for easy access
- Crew Combat Selection Screen details tab now lists Crew Combat Victory Talents for selected Crew
- Improved Civil Unrest and Shortage Rumor implementations
- Fixed issue where some Talents would start on cool-down at the beginning of the game
- Fixed Wild Zone Talents going on cooldown when no damage would be repaired
- Clarified description of many Contact Traits
- Fixing typography, spacing and position issues on different screen resolutions and window sizes
- Fixed issues with Xeno ships indicating Reputation loss from Looting
- Fixed rare issue resulting in Xeno Crew being conscripted
- Improved Ship Combat Preamble rendering and text placement
- Fixed engine burner placements with new ships
 

Whiskeyjack

Learned
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Messages
156
I haven't given this game a deep dive (only about two hours or so?) and that was months ago. Maybe it's time to dive in a bit again.
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
The game is really amazing as a Crew management RPG.
The combat is a bit simplistic, and repetitive, but you usually have better things to do, as repairs and healing (or crew casualties) can really make you fall behind the curve, so it is not a big deal, as very few games manage to give you this feeling.
Maybe the Ankella pirate games, in a completely different setting and genre.
 

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Akella"s doesn't have the need for crew specialization like this one. You could basically get 100 in every skill and learn every perk. It's that, but still.
 

Taka-Haradin puolipeikko

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https://www.flickeringmyth.com/2018/07/star-traders-frontiers-leaves-steam-early-access-next-week/

Star Traders: Frontiers leaves Steam Early Access next week

July 27, 2018 by Andrew Newton

Trese Brothers Games’ epic space RPG Star Traders: Frontiers will be leaving Steam Early Access on Wednesday 1st August. After eight months and over 80 updates, players will soon be able to enjoy a full release of Star Traders: Frontiers. A new trailer showcasing the game can be seen below…

Star Traders: Frontiers places players in command of their very own starship as it travels through a massive open universe. Players will choose and customise their ship using the 300+ upgrades and the crew as they explore a galaxy that is slowly being reunified but threatened by internal strife, alien threats and political intrigue. Every single crew member is a unique character and has their own personality traits, history, jobs and talents. They can be promoted and rewarded after their successes or can be forgotten after their deaths.

Star Traders: Frontiers features:

  • Explore endless procedurally generated galactic maps, meet unique characters and face off against enemies to conquer the galaxy.
  • Become a spy, smuggler, explorer, pirate, merchant, bounty hunter and more (21 jobs available in total).
  • Customise your own spaceship by choosing from more than 300 upgrades and build your very own vessel to venture across the galaxy.
  • Assemble and tailor a loyal crew and equip specialised gear to every crew member to help their role.
  • Experience an ever-changing narrative: Decide to make friends or foes with other factions and influence political, economic and personal matters.
During the time in Early Access the game has seen the following additions:

  • 24 new types of ships
  • More than 100 new ship components to customize the perfect craft
  • 2 new character Jobs
  • 32 new Talents
  • 52 new mission types
  • 22 new contact types and services
  • 10 new character outfits – with 14 new hats, helmets, and accessories
  • 4 new story eras: Second Founding, Coalition, 3rd Century, and Crimson Pox
  • Customizable difficulty: Play your own way!
  • Prize ship Talents: Capture enemy ships
  • New maximum level cap – raised by 25%
“With Star Traders: Frontiers, we’re trying to translate the epic feel of the ‘space operas’ we all know and love to a solid, thrilling role-playing game. Filling a game with lore and player agency is easier said than done, but I think what we have so far is quite special.” Said Andrew Trese, Co-Founder, Trese Brothers Games.

Star Traders: Frontiers will leave Early Access on the 1st Augus

 

SausageInYourFace

Angelic Reinforcement
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Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Does that mean the price will increase or will it remain the same? Despite knowing that Trese brothers will update the shit out of this game for years to come I am tempted to get it now. I wanna be a space pirate!
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Does that mean the price will increase or will it remain the same? Despite knowing that Trese brothers will update the shit out of this game for years to come I am tempted to get it now. I wanna be a space pirate!
Will the game be priced differently during and after Early Access?

The game will offered at standard price during the Early Access period and we don’t anticipate its price to change after it transitions to full launch.
https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1976359
https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1976359
 

Trash

Pointing and laughing.
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About 8 meters beneath sea level.
Still pissed at these guys ditching the overhead templar style boarding battles. Otherwise it is easily their best offering yet.

Also still waiting for them to update the whole orbital zone part of the game.
 

SausageInYourFace

Angelic Reinforcement
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Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Still pissed at these guys ditching the overhead templar style boarding battles.

Agreed, though they obviously lacked the resources. Maybe if they are successful they can expand a bit and eventually we will see the original vision fullfilled in a possible sequel.
 

LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
It is absolutely worth getting now. Just know that being a Pirate has drawbacks too. You need to work your Rep and pick your battles because you can easily be in the wrong neighborhood due to your destructive choices. Indie ships do not track Rep gains or losses, but you will lose some Rep with the (filthy) Hunna if you continue to destroy Indie ships.

Depending on your Talent choices, It can be far more lucrative to **not** destroy most ships you encounter and instead, kill everyone on board or cripple the ship so that you can take whatever you want and then Ransom the ship back to its Faction.
Does that mean the price will increase or will it remain the same? Despite knowing that Trese brothers will update the shit out of this game for years to come I am tempted to get it now. I wanna be a space pirate!

Sent from my LGLS996 using Tapatalk
 

HeatEXTEND

Prophet
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Nedderlent
Played it a couple hours, bretty good. Kinda like a Space Rangers/FTL crossbreed with jRPG-like combat. Some imagination to be invested in order to lessen the somewhat "by the numbers" vibe constantly slapping you in the face; not necessarily a bad thing.
:thumbsup:
 

Morkar Left

Guest
hmm, fighter craft combat is missing. I was really expecting that... Maybe it's coming later on. They provide content for their games a very long time. I guess they had to go out of EA because they need more press cover / sales / good ratings now. I can really recomment the game to everyone who is into rpgs and space games. It's a unique game with unique approaches and unique features. Replayability is actually really high. Different classes/jobs feel actually different in what they do. Can't wait to dabble into the campaign now!

Another update: Save slots are in (besides in permadeath mode)

Update #86: Penultimate + Save Slots

Update #86 has brought us to the the final moments of this game’s Early Access phase. It has been a busy 8 months and we owe a huge thanks to the thousands of Captains who have helped us improve the game. But -- we're not done yet!

While the game is coming out of Early Access on Wednesday this week, it does not mean that the content and feature expansions are ending. We don’t plan to slow down or change direction. Exiting Early Access is a milestone on our larger roadmap indicating the game’s readiness, stability and completeness against the goals we laid out for EA. Once we transition out of EA, we will be publishing the Dev Roadmap, looking out into the next year.

Save Slots
Update #86 deploys a major feature that we have been discussing and designing since of the start of Early Access. It took a few months but Save Slots are finally wrapped up, and we finished final testing this weekend. Now any game that does not feature Captain permadeath offers four save slots to store snapshots of your captain’s career. These slots can be restored and played at any time and they store the entire game state. For example, you can start a template you love, do the first few Arbiter missions and then save your progress to one of your save slots. Then you can always come back there quickly from within that game. Or, as I tried in testing today, you could branch your save into 4 directions -- following Erik Faen, Zette Faen, Valencia and the Arbiter’s storylines, each with their own save slot.

The new save slot system will help those players who are looking for ways to explore, try new things, backtrack on mistakes and explore the game in a non-permadeath setting.

39764FEE5B6F12664361A56F814249EB514FFEFB


To create save slot, open the game menu from within your save and choose Save Slots. Then pick slot you would to use to store your current game state. To restore a save slot, choose Load Captain from the main menu and then use the Save Slots button on the right hand side to expand the list of slots. Pick any to restore. Please take your time, because all save and restore actions are final and cannot be undone.

Talent Wrap Up
As now is the time to finish things, so we have finished the final Talents for the starting set of jobs that are not implemented. Pilot has picked up a new rank 11 Talent -- Wild Flying -- for when you are feeling like a leaf on the wind. Buffing defense and armor, Wild Flying also reduces Accuracy slightly does a small amount of Morale damage to your crew as the ship careens through the void.

For the Crew Dog, Engine Lockdown is the new rank 8 Talent which adds a unique ability. When Engine Lockdown is active, your ship’s void engine is completely protected from damage. This lockdown effect does cost -2 RP, but it can be an important move to make at the clutch moment of battle when engine protection is critical. As an added bonus, locking down the engine frees up power to be rerouted to weaponry with a nice Radiation Damage bonus.

c0c7f39da25bdc3b70628fe2b18875599ae62510.png

We’ve also added 11 new Talent icons and will be finishing the remaining 15 very soon.

Polish
We’ve also polished all of the new game screens, improved interfaces, spacing and positioning across the board. Typos and small bugs have died in droves. The forges are burning hot at Trese Brothers HQ!

If you love these updates, please leave a review for the game or tell a friend!

Or, join us on the Trese Brothers Discord server where both brothers are available, welcoming Captains and players of our games to come and chat. We’re on there daily -- come share your stories, feedback and join our crew!

v2.3.23 - 7/28/2018
- Save and Restore from 4 save slots per Captain in difficulties without captain permadeath
- Added new rank 11 Talent for Pilots - "Wild Flying" defensive buff
- Added new rank 8 Talent for Crew Dogs - "Engine Lockdown" buff momentarily protects engines from damage
- Rebuilt New Game Skills page with more information and sliders
- Added Reset button to New Game Skills and New Game Attributes for quick changes
- Fixed all variety of refresh bugs in orbit screen (new contact, etc)
- Fixed issue with Trade Law not updating for Rumors in Orbit screen and invisible Quad Rumor bug
- Fixed issues with some ship Talent results such as healing or morale restore not appearing on screen
 
Last edited by a moderator:

cpmartins

Cipher
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502
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Brasil
Well. color me interested. Have to get something to tide me over until Starsector, Stellar Tactics and Star Control gets released/updated.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamstore-a.akamaihd.net/n...m_community_announcements/2451533424629846312

Update #88: Full Launch Status in 5 ... 4 ...

Tonight, Star Traders: Frontiers is rising up out of Early Access and into its full launch status on Steam. Throughout these 8 months, the community response and level of engagement has been phenomenal. We’ve worked closely with so many of our players to improve the game across the 88 Early Access updates. While we are thanking people who helped make the game what it is today, we can’t miss a chance to thank all of our KickStarter backers who supported the vision for STF from the very beginning.

Early Access may be over but this is far from the end. We will shut down the Early Access Dev Roadmap but will be spinning up a new one with any remaining feature copied over. If you know our studio and our games, you know that we love supporting them and updating them. Star Traders: Frontiers will be no different, so you can expect the updates and continual improvements to continue.

To celebrate the launch, Star Traders: Frontiers is 20% off for the week. There is no better time to tell a friend, leave a review or share the game with your neighborhood streamer, gamer or games community. Thank you as always for helping Cory and I get the word out.

D47A661360E9814853C95415CFC33B35AE1F878B

Celebratory Hat
It wouldn’t be a real celebration without a free hat. So -- Update #88 has added a new military-styled hat to the mix.

We’ve also added 2 more environmental art boards to different landing zones -- a new radiation wilderness and a major urban zone that appears on either garden or jungle worlds.

Original Soundtrack
We are proud to announce the release of the Star Traders: Soundtrack as well. Thanks to Peter Venne from Viking Studios, the soundtrack includes 11 minutes of completely unreleased new music for a total of 33 minutes across 6 tracks. The new music will be coming to the game soon but for now you can check it out in the soundtrack. Thanks to everyone choosing to support our efforts and composer through this DLC.
https://store.steampowered.com/app/912470/Star_Traders_Frontiers_Soundtrack/

Bounty Hunter Missions
Edict-bearing hunters gained 2 missions in the last update and now 2 more extended fugitive hunt missions have been added, featuring tracking down a target across multiple urban and wilderness zones. More Edict-specific missions will be rolling off the assembly line over the next few updates, so get your blood badge and get ready to ride!

Enemy AI Gains Ships
We always release new ships to players-only first in order to make sure there isn’t a lurking balance issue or problem that enemy captains and AI could unfairly use against your captains. With enough time for extra testing and metrics under their belts, the Aeternum Vindex and Palace Interceptor have now been handed off to enemy captains to use. Which also opens up a new possibility of getting one of these locked ships -- using a Prize Ship Talent to pick on up!

As always, a huge thanks to our community and captains for giving us such momentum and energy through Early Access. We’re carrying that energy forward into the next phase and onto the next dev roadmap!

We hope you’ll take a moment to press ‘F’ to leave a review or tell a friend.

v2.3.27 - 8/1/2018
- Star Traders: Frontiers launches out of Early Access!
- Released Original Sound Track -- 33 minutes across 6 songs

- Added new hat type -- military cap
- Added 2 new environment arts (radiation wild, garden or jungle urban)
- Added 2 new Bounty Hunter mission types -- multi-hop fugitive hunts among urban and wilderness
- Added Smuggler and Pirate AI that uses the Aeternum Vindex
- Added Bounty Hunter and Pirate AI that uses the Palace Interceptor
- Improved several Crew Combat sound effects for weapons and damage
- Talents "Menacing Demeanor" and "Red Badge" no longer incorrectly fires against Independents
- Fixed bugs in some unlocks not showing correct eligiblity
- Fixed bugs with Talent cooldown display
 

Cyberarmy

Love fool
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Divinity: Original Sin 2
Oooh nice to see this get released at last. Going to sink hours to create my perfect crew and then probably be pirate food yet again.
I suck at this space combat...
 

LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
Oooh nice to see this get released at last. Going to sink hours to create my perfect crew and then probably be pirate food yet again.
I suck at this space combat...
Do not rush into it.
Do not pick fights early on without a decent ship and skill pools.
Make sure your Nav and Gunnery are at least 100% before trying to start ship combat.
Soften up your target from ranges 5 and 4 with torpedos and evasive talents.
Let the radiation and cripple start to work on the opposing crew. A few turns of that should soften them up some to allow you to advance closer. Keep crippling as best as you can to soften them up without destroying the ship. Make sure you watch the opposing hull. When you get them down to about 25% of their total hull, you can move in closer.
If you do not have boarding assault (which lets you send a boarding shuttle from range 3-1); you can still board from range 1.

If you need more tips, seek out the steam guides and YT videos.
I will help more if you need it.
Good luck out there Captain. May the Void be merciful.

Sent from my LGLS996 using Tapatalk
 

Morkar Left

Guest
Celebratory Hat
It wouldn’t be a real celebration without a free hat. So -- Update #88 has added a new military-styled hat to the mix.

military-styled hat
:shredder:

Basically Nazi Gestapo hat...
:flamesaw:


And yes, out of Early Access and a 20% discount on top of that. Now it's basically one of the best times to grab it.
 

Morkar Left

Guest
Will I enjoy this if I have a very low tolerance for RNG bullshit?

If you can't into RNG you shouldn't play rpgs in the first place...

The game relies a lot on rng but does it way better than most games out there. The more competent you and your crew gets the more talents you have to equalize a bad rng roll. You could say in that regard it actually works better than traditional skill-based only checks. But combat will always have some random aspects and unpredcitability (as it should have).
 

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