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Hey, they are really flashing out the game with lots of new stuff. Have to get back to it.
Update #72: Auto This, Auto That
15 June - Trese Brothers
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.
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!
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
Update #85: Engaging Secondary Burners
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.
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
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:
During the time in Early Access the game has seen the following additions:
- 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.
“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.
- 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%
Star Traders: Frontiers will leave Early Access on the 1st Augus
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!
https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1976359Will 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.
Still pissed at these guys ditching the overhead templar style boarding battles.
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!
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.
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.
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
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.
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
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.
Do not rush into it.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...
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
Will I enjoy this if I have a very low tolerance for RNG bullshit?