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

Luka-boy

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Carriers are out... but not for the AI yet.
Update #140: Major Milestone "INTERDICTION"
15 Apr @ 9:07pm - Trese Brothers
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The INTERDICTION major milestone issues in a completely new type of ship, new style of play and and an all new frontier for ship combat meta. By installing launch bays and hangars into your ship, you can now achieve a carrier build. From there, recruit Wing specialists to staff the flight deck and pilot your craft and send the bombers, interdictors and shuttles screaming into battle or use them for utility in orbital operations, missions and in ship combat victory.

This major new expansion adds 4 new Jobs, 60 new Talents, 15 unique craft across the spectrum of bombers, interdictors and boarding shuttles, 3 new ships, a pile of new ship components, new Contacts, new Contact Traits, character Trait expansions to make for ace pilots, changes to the ship meta and so much more.

Carriers and craft are not for the lowly -- they are definite mid and late game content. They require a serious bank roll to get started, with a launch bay installing to the tune of a half million and the purchaseable carriers all starting around one million.

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Tombstone for 2.4.x
The INTERDICTION milestone completes the 4 major goals we had for the 2.4.x development group. The tombstone will read that they were awesome features -- RELIC, TERROX, the Xeno Hunter and finally INTERDICTION. With the feature-heavy 2.4.x family behind us, we're turning our attention to story-heavy 2.5.x family next. Stay tuned for more eras, more story arcs, recurring characters and major shifts in the story that will ripple across the galaxy.

To see more detail about what is coming next, check out our development roadmap which details the next major features and content expansions as well as our on-going content expansion initiatives.


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Launch All Zigs!
The major carrier and craft expansion only adds to the game -- it introduces new ways to play, new utility Talents, new combat strategies, new jobs and exciting ship builds to explore. However, it does not reset the bar for the best builds nor invalidate any of the awesome builds out there. It fits hand and glove with the existing game as a new way to play. Carriers and craft are new mid to late-game content due to their cost of craft and requirement for skilled specialist pilots. Building and maintaining a fleet of bombers, inderdictors and shuttles will require a bank roll to support the additional investment, helpful Contacts, extra repair cost and possibility of a total craft loss.

You can either purchase one of the three new carrier ships -- the Fallen, the Basalt or the Harbinger -- or convert your ship to a carrier. A carrier is defined by having at least one launch bay (large slot) and one hangar for a craft. You can install additional hanger (medium slot) components to increase the number of craft you can field at any given time. There are no starting carrier ships as the cost of operating a wing fleet is beyond a starting captain.

Craft come in 3 varieties -- bombers, interdictors and shuttles. Each requires a specialist Wing job as a pilot. You can assign pilots when purchasing new craft or from your ship status screen. Once assigned, a wing specialist is always ready to launch their craft. A Wing Commando flies shuttles and brings extremely powerful boarding victory Talents and debuffs to bear. A Wing Leader flies interdictors and can employ both powerful defensive flight plans as well as offensive flight plans to drop big buffs. Wing Bombers fly bombers to deal devastating damage and drop massive debuffs on the enemey.

Most of the Wing Commando, Wing Leader or Wing Bomber Talents require that the pilot is assigned to a craft in order to be used. The most important type of new Talent for the wing specialists are the Flight Plan Talents, which define the series of actions a craft will take during ship combat. An Interdictor might use a defensive Flight Plan which will position their craft near the carrier and intercept and shoot down incoming torpedoes or missiles.

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A bomber's flight plan will embark on a multi-turn bombing run to drop ordnance on the enemy capital ship, a risky maneuver as you get so close to their autocannon fire. Interdictors can also engage in multi-turn attack runs. Shuttles on the other hand use flight plans that result in a boarding run, even if your carrier ship is hanging at range 5.

Your craft and their pilots are at risk once they launch into the void. Relying on their Evasion Chance % to dodge incoming fire, they can take hull and health damage independently and die out there. Whenever a capital ship fires a weapon, it has a Craft Hit Chance %, indicating whether it will also tag one launched craft. Therefore, by firing weapons, you're automatically targeting enemy craft. In the case of autocannons, once a craft has closed with your ship and is close-in, you can fire autocannons specifically at the enemy craft. These new challenges may demand that some captains reconsider how their ships are built out to be able to defend against enemy craft, considering adding an autocannon or adjusting some of their weapon choices to ensure they have some high accuracy weapons against craft.

As always, the INTERDICTION major milestone does NOT require new saved games. It will not invalidate saved games. We never invalidate saved games, full stop. Recruit a wing specialist, upgrade your ship, start a wing fleet.

Wing Specialist Jobs can be found in spice halls with high ratings. Wing Commandos appear when Military is above 8. Wing Bombers and Wing Leaders require 6 Military and 8 Starport. Wing Techs appear with Starport above 5 on High Tech or Orbital zones. In addition, new and old Contacts offer Wing recruits -- Alta Mesa Flight Provost, the new Naval Recruiter, Squadron Mechanic, Wing Vet, Ex-Spec Ops and Flight Academy Officers all join the fun as well. Also, the new Contact Trait "Naval Vet" Trait pays better for missions, grants +1 recruit level, recruits Wing Leaders.

Character Traits will also help you find and select the best ace pilots. Traits like Spatial, Mindful, Focused, Traveler, Scrounger, Mechsync and Device Freak all help set your crew apart as potentially top wing pilots.

We are very excited to have released INTERDICTION. We will now resume standard pace of relentless updates, so please know this is only the beginning. There will be a lot more coming on top of the mighty foundation laid out here today. Except updates and exepect them fast.

Enemy Carriers in Waiting
We have decided not to roll out enemy carriers at this time. With the extensive changes to the standard combat ship meta and the potential need for captains to adjust their own ship and crew builds to be prepared to face enemy bombers, interdictors and shuttles we've put the enemy AI on the shelf for this release. This will not last long. We'll be gathering data and talking to players for up to a week and then expect to roll out the enemy carrier builds in the mid to late game.

Oh and the xeno carriers... yes those too :D

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Ship Combat Meta Changes
The INTERDICTION major milestone also comes with a host of important ship combat meta changes. These changes are the result of months of talking to players, gathering data and testing. Together, they help increase your captains ability to hone in on different strategies and add more choice and variation to the viable builds within the frontier.

First -- ship combat now has a working officer consult button that explains the basic rules of Turns, Talent use, range change and escape, weapons firing and craft launching. We'll grow from here.

Strong and Standard dice pools have beenc changed for almost every operation. We've rebalanced Defense Dice Pools to give more options -- now, whichever of Pilot or Electronics is higher is used as Strong dice and whichever is lower is used as Standard Dice. The powerhouse combo of Tactics and Command has also been broken up. For Escape Pools, your standard dice are now Electronics and Command while for Range Change, your standard dice pools are Electronics and Tactics. To help ease these changes, we've ensured that the hovers over all of these Skills in ship status include these specific rule detail in the new blue text sections.

We've also made some big changes to how Crippling Effects work. Now all weapon types can cause up to 3 Crippling Effects. Two are considered base and one is considered prime. If the two base effects are not present, they will be added first in a random order. If they are present, then the prime Crippling Effect is always added. These new Crippling Effect pyraminds create groups of weapons that work well together, crossing over and helping each other achieve prime effects. To this end, we've added 4 new Crippling Effect types, 3 of which are ship effects (Ruptured Bulkheads, Secondary Explosions, Void Contortions) and one new crew effect (System Blackout). This change also mixes up your need to use more crew and ship purge Talents, making it less easy to rely on a single type. Also, to help with this change, we've ensured the tooltips over any ship weapon include all of the details about their 2 base and 1 prime Crippling Effects.

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All Other Changes
The INTERDICTION major milestone is not short on other changes as well. We've dedicated an entire section of the change log to "other stuff".

We've added an exciting new Trait "Scrupulous" which increases Mission payments. We've tuned the Trait mutator to do better when running lots of missions and to avoid some more nonesensical combinations.

A new card has been added to the Blockade orbital ops -- angry Zealots defending their home system.

New Contact Trait "Warhawk" is a faction loyalist who recruits Zealots. New Contact Trait "Tinkerer" adds +1 recruit level and recrutis mechanics.

And, we've fixed a ton of bugs and pushed more information into tooltips across the game.

v2.5.1 - 4/15/20195
The list here is so long, we've broken it down into different categories:

INTERDICTION Craft Changes
- Ship can now install Launch Bays to launch Craft during ship combat and orbital operations
- Install additional Hangar components to station more Craft on your carrier ship
- Added 3 new ship types that come pre-built as carriers -- the Fallen Carrier, Basalt Carrier and Harbinger Carrier
- Added 3 types of craft -- bombers (attack only), interdictors (attack and defense) and shuttles (boarding)
- Added 3 new wing pilot Jobs -- Wing Bombers fly bombers, Wing Leaders fly interdictors, Wing Commandos fly shuttles
- Added new Job Wing Tech -- the flight-deck mechanic and support for a carrier's wing fleet
- Added 60 new Talents across 4 new jobs and existing Jobs like E-Tech, Pirate, Commander, Gunner, Navigator to help buff or hinder craft
- Adjusted Contact recruit types -- Gestalt Explorer recruits Exo-Scouts, Spicetender recruits Smugglers, Contact Trait Saboteur recruits Wing Commandos
- Added new Contact Trait "Naval Vet" Trait pays better for missions, grants +1 recruit level, recruits Wing Leaders
- Added 5 new Contact types Naval Recruiter, Squadron Mechanic, Wing Vet, Ex-Spec Ops and Flight Academy Officers who offer valuable services as well as recruiting Wing specialist jobs

Ship Combat Meta Changes
- Added new Officer Consults to Ship Combat, covering the basics of Turn options, defeat conditions, range change rules, weapon firing, Talents and launching craft
- Rebalanced Defense Dice Pools in ship combat, whichever of Pilot or Electronics is used as Strong dice and whichever is lower is used as Standard Dice
- Rebalanced Range Change and Escape Pools in combat, standard dice pools are now Electronics + Command for Escape and Electronics + Tactics for range change
- Added rules for ship combat dice pools to all Skill Pool hovers in status
- Added 4 new Crippling Effect Types: 3 new ship effects (Ruptured Bulkheads, Secondary Explosions, Void Contortions) and 1 new crew effect (System Blackout)
- All weapon classes now have 3 Crippling Effect types -- 2 base and one prime Effects. Prime is deployed only if both base Effects are already present
- Tooltips over ship weapon components now display their 3 Crippling Effects, their exact stats and which are base and which is prime
- Rebalanced all Crippling Effects, some reduction in power in base effects and especially long range weapon types Crippling Effects
- Rebalanced and lowered the Rep penalties for claiming Prize Ships through Talents, Wing Commando includes new Prize Ship Talent at rank 15
- Reduced Crippling Chance on all Missiles by 5%, traded for slightly increased accuracy
- Improved enemy ship AI intelligence about using Escape Talents early to flee -- be sure not to let your merchant targets escape easily!

All Other Changes
- Redced time required to complete starport repairs -- even more dependent on higher starport ratings
- Added new "Scrupulous" Trait which increases all mission payments by 5%, maximum 3 at a time
- Improved Trait mutation paths for completing and failing missions
- Added new "Zealot" card to blockade -- watch out for faction defenders, they are highly hostile
- Improved Crew Combat Log, fixed typos, added more details about enemy weaponry, cleaned up bad math
- Improved tooltip over Conflicts to list the types of ships that can be captured by Prize Ship Talents in Solar War, Info War or Trade War
- Improved sort of Offered Missions, now always sorted in the order that they were offered
- Ending a Quarantine through Patrol orbital actions now grants a Rep bonus
- Added rules description for Trade Blockade, Plague Blockade, Pirates and Xeno Spores System Rumors -- these Rumors prevent Pilot saving Talents from working during landing
- Added new Contact Trait "Warhawk" which prizes faction rep and recruits Zealots, renamed Contact Trait "Zealot" to "Faction Hardliner"
- Added new Contact Trait "Tinkerer" Trait increases cost of all services by 10%, grants +1 recruit level, recruits Mechanics
- Added new Captain's Log entry when saving a crew or officer from a ship going down with a distress signal in Orbital Ops
- Combined HUD entries for empty crew bunks and empty officer cabins into a single entry
- Crew Report post combat now includes level and job of injured and demoralized crew
- Fixed bug with "Flawless Reset" Talent preventing it from purging debuffs
- Fixed bug that allowed Auto Refuel to function even with Starport
- Fixed bug with Combat Medic "Flatline" Talent which removed characters' Buffs
- Fixed bug with Xeno Hunter's "Triumphant Predator" that was prevent it from being used on destroy xeno ships
- Fixed bug with name generation not working right for Coalition Emissary and Coalition Commander Contacts from missions
- Fixed bug with Contact Traits that could cause services to require more than 100 Influence
 

anvi

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Why would they name a game after the most boring possible thing you can do in a space game?
 

Morkar Left

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Like mentioned above fighters are finally out. Time to start a new game and trying to get some star fighters / bording shuttles.

And today Star Traders Frontiers is on 30% discount on Steam (for the whole week till 23rd April).
 

Morkar Left

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So how is it compared to say Xcom?

Absolutely not comparable at all.

It's similar to Space Rangers without minigames and the combat is similar to Darkest Dungeon. Ship combat is always one on one, no fleet battles. Differences to Space Rangers is you have a crew (each one with individual stats) of around 30 people (give or take) and a big space ship. The universe isn't as dynamic as in Space Rangers (planets never change its faction owner) but therefore you get infaction fights/spying/sabotage missions like Shadowrun with corporate wars.

Managing your reputation between factions is a huge deal in the game, mostly even out reputation to not going down the toilet which isn't easy. It's really diffcult to not choosing sides. You will probably piss of a good bunch of factions while being devoted to others.

The way you play is completely up to you, peaceful as diplomat, trader or as spy, privateer (pirate is actually more like a privateer), explorer etc. The game is entirely run by stats. It looks simple and is easy to get in but the connection between all the stats makes it actually a complicated game. Usually there is a lot more to game mechanics than you might think when playing for the first time. It has some levelscaling (like Space Rangers) you should be aware of to keep you above the bell curve with level and more important equipment (would have preferred another solution).

The game is random / procedurally generated. But the game has different handcrafted overall storylines which go on for decades / centuries with some c&c and hard decision making. The choices are mostly if you let yourself get involved in it or not. Both can have huge impacts on your game / gamestyle and where you and your ship end up standing between factions.
Missions have different ways to get resolved depending on your skills and talents (the right talents are more important) but in the end the outcome is mostly dependent on your stats and not what you as a player is actually doing in the situation.

The game does a lot of things different compared to other rpgs / space sims but besides - and often because of that - it's a great game. Highly recommended but you should watch a LP of it before (best without the story missions) to get a feel of the game and read the wiki.

So how is it compared to say Xcom?

huh it's totally not the same genre of game? Apart from both having a real-time part (geoscape and space travel) and turn-based combat.

huh, the game is entirely turnbased... you think of Stellar Tactics maybe?
 

anvi

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Thanks I'm gonna give it a shot. Space Rangers 2 is one of my favorite games. But the main reason I liked it was the progression and also the way the combat worked. But I'll see what this game does with that.
 

Deleted Member 16721

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Isn't the part when traveling between systems and encounter in real-time?

No. Time only moves when you move your ship, thus the exploration and traveling is turn-based.
 

Deleted Member 16721

Guest
Eh, RTWP is a bit of a stretch since there's nothing real-time about it, but I can see where that would come from. And you're not actively pausing like in a RTWP game, it pauses automatically. I still think it's turn-based, beeyotch. :)
 

Morkar Left

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Isn't the part when traveling between systems and encounter in real-time?

No. Time only moves when you move your ship

I would call that RTwP. (which is a bit like the geoscape, where you can pause at any time, hence my comparison)

If Star Traders is RTwP on the Galaxy map then every turnbased game would be RTwP. It just saves you the hazzle to click on end turn every turn. Which would be really annoying otherwise because one "step" is one turn.
 

anvi

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Saw a review that says it is like Space Rangers 2 but less complexity. :( That's the only thing I want from a game like SR2, the same sort of thing but more complexity.
 

Morkar Left

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Saw a review that says it is like Space Rangers 2 but less complexity. :( That's the only thing I want from a game like SR2, the same sort of thing but more complexity.

I can't see where there is less complexity besides not having minigames which come with its own set of rules *shrug*
 

anvi

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Maybe in the Dominators and research and whatnot. I am glad you think it is ok though, I am gonna give it a shot.
 

Damned Registrations

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Been playing it a lot lately, seems plenty complex to me. My only gripe so far is the unlock system is too gamey (in that you need to start games specifically with the intention to get the unlock, you're not going to randomly do 20 explorations in the first 2 years) and the storyline stuff keeps dragging me away from my treadmill when I'm enjoying it but I don't want to leave the storyline too long and miss out entirely.
 

Morkar Left

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Been playing it a lot lately, seems plenty complex to me. My only gripe so far is the unlock system is too gamey (in that you need to start games specifically with the intention to get the unlock, you're not going to randomly do 20 explorations in the first 2 years) and the storyline stuff keeps dragging me away from my treadmill when I'm enjoying it but I don't want to leave the storyline too long and miss out entirely.

Yeah I see the unlocks more like an extended tutorial. Most of them are unlockable on normal difficulty. But yes I could do without them or have some special unlocks which come with story progression instead.

My problem with the story missions is that they can easily ruin you while doing them. So far the payout for me isn't actually worth the time (and reputation) invested. In the amount of time you could make more money with free roam stuff (and often with less risk).

I recommend to grind a bit before starting with the story missions to acquire enough money and a reputation buffer with as much factions as you can. Which leasds to another thing that you can lose reputation easily with a faction without a chance to avoid it. You start with 0 reputation with a faction and a -1 puts you already in a bad condition with them. I would enjoy the game more with some reputation losses gone.
 

Damned Registrations

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I've been playing on 'demanding' without any save scumming. Took me quite a few false starts to figure out what sorts of things were profitable, dangerous, or valuable. Trading is, unsurprisingly, really lucrative and requires very little investment or risk. Missions are a total crapshoot, but mostly seem to not be worth it unless you happen to be travelling in that area or specialized for that task anyways. Exploration seems ok, as long as you don't get in fights with Xenos, which are waaay too fucking strong. Well, with enough doctors you can just fight them and lose and keep the relics anyways.

In general, the most dangerous part seems to be losing too much rep and going into a criminal spiral. Once you lose even a bit, you start losing rep just from casual encounters in space, and sooner or later everyone wants you dead and you can't use basic facilities any more. And ship battles in general are way too costly. The only ones that seem worth while are vs indies if you destroy and salvage the ship. Ransoms give fuck all. Maybe robbing merchants is decent though, haven't tried that yet.

If I start over I think I'll try going for a setup with 4-5 doctors and a decent medical rig to grind out some free rep with factions. This time around I was trying to do it by trading and missions, but the rep from trading talents is too low and missions cost you more rep than you gain from most contacts it seems. Spying might be a good route too, since it seems to give both faction and contact rep with no downsides unless you're getting caught. And rumours give you access to other ways to gain rep, like blockades and pirate activity and such.
 

Morkar Left

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New update is out:

Update #144: Militant Eye
Star Traders: Frontiers - Trese Brothers

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Update #144 unleashes the trained and military eye of the Star Trader captain when staring down an enemy ship in the void -- granting both new comparative details between your ship and the enemies as well as highly detailed specs on your own dice pools. In addition, we've enhanced all 3 of the Interdictor defensive launch plans to include a buff as the craft come out of the launch bays, added 4 new wing specialist gear to the Salvage mini-game, rebalanced Ion and Radiation Storm Talents and fixed a whole host of reported issues.

It's Update #144 and its a big one! Let's go!

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Ship Comparison and Exact Stats
With Update #144, whenever you encounter a ship in the void you now have easy access to a comparison of your ship versus the enemy. Check the "Ship Report" tab (as shown at the top) to see the run down comparison between the two ships on accuracy, defense, range change, chance to escape, boarding as well as Speed and Agility. A veteran of the void who has seen a thousand ships, even a peaceful Star Trader can gain this quick comparison between two ships with a careful read of the arc scanners.

In addition, this comparison is available mid-battle by hovering over the enemy ship. It updates constantly with the trade of ship weaponry fire and perhaps swings most dramatically with the application of buffs, debuffs and crippling effects.

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Above and beyond the comparison with the enemy ship, we've also made the exact dice pools for every ship operation -- attack, defense, range change, escape attempt and boarding -- clearly visible with their totals, broken out stats and Skills that contribute to those totals as well as all applicable bonuses percentages. Hover over your own ship for a wealth of information which also updates with every shot, buff or debuff mid combat!

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Interdictors Launch!
With this release, we've addressed a gap in the Interdictor support. Their defensive flight plans now include a Buff for either your capital ship or for any launched craft. Each plan's buff is fired as they launch so therefore affects the Interdictor itself if it is a craft buff. With 3 new options now available, you can improve your ship's defense or your launched crafts' offense or defense. Launch more than one defensive Interdictor and watch the buffs stack! Like their cousins the bombers, Interdictors provide another path to use more Talents a turn than you can without craft.

Orbital Relics
If you are salvaging at orbitals, you may discover one of the 4 new high level gear pieces designed for wing specialist pilots. These new gear can only be retrieved from the orbital operations mini-game, so go hunting!

All the Balances
We've adjust all Contacts who give military missions to do less passenger and diplomatic missions and focus more on kill, capture, destroy. We've rebalanced how Contact Traits affect Faction Reputation weighting and ensured that they stack properly. We've improved the value of all Ion and Radiation Storm Talents -- they can even further mitigate damage.

We've shorted the cooldown for Explorer's "Tag the Beast" by 50%.

A number of craft-related Talents -- Knock from the Void, Ransom Escort -- have been fixed. Also, craft bonus logging was broken and all bonuses from Buffs were not appearing in the logs. They are now!

It's a big one, so check the rest of the release notes for other details!
 

anvi

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Is this game still getting developed much? Play it now or wait 6 months or something?
 

Morkar Left

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Is this game still getting developed much? Play it now or wait 6 months or something?

It gets constantly developed, savegames don't become broken. If you want the "full experience" ofc you can wait but there is enough away from the story paths to learn the robes with different playstyles and difficulties. If you have time to spend I would recommend buy it now (or on a sale) and start to play.
 

Jack Of Owls

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I'm intrigued by the many positive descriptions and constant glowing reviews of this game but I'm still wary of The Trese Brothers since Heroes of Steel which also got glowing reviews here on Codex and was actually only fit to play on your android/iphone while sitting and taking a long, constipated shit. But you boys n girls keep saying it's good, right? Well, I hope so since I'm gonna give it a go.
 

SausageInYourFace

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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
Not sure about Heroes of Steel since I have only played that for about two hours. But I've been shilling Templar Battleforce as a hidden gem for a while now and since Star Traders was another slam dunk Trese Bros games are pretty much one day purchase material for me now.

I'd like to see those 'glowing reviews' for Heroes of Steel though, I could find barely any information or discussion of the game here, let alone reviews.
 

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