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

Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
As oasis789 said, it's all about what your Captain is going to be doing in the game.

My standard MO/Spy/CD, for example, requires me to make attributes priority A, because he's going to be fighting, spying, and trying to solve missions without much of a fuss. So he needs high combat attributes (quickness, because pistols), fortitude, charisma (spying in missions), wisdom (electronics) and as much resilience as possible because death save is always good.

On the LP in the Playground, since I'm going for a Smuggler/Diplomat/Trader, I could have gone with low strength and quickness because he's not going to get involved in crew combat (but I didn't because we're using a modified standard smuggler template). Also, not a lot of wisdom needed if you don't want to. So the only thing you must increase is charisma, and then put as many points as possible in fortitude and then some on resilience, since he's not supposed to risk dying a lot. You can use your crew's saving talents for mission checks.

That way I could've put ship as priority A and started with the Dragoon Cruiser, which would have made for a much more... explosive start of the game. But of course that wouldn't become a Smuggler, would it?

If a Captain is going to concentrate on crew combat (bounty hunter), same thing but in reverse. You don't need charisma nor wisdom nor any of that crap, just straight strength+fortitude and some resilience and just take scalps while your officers take care of commanding the ship.

As long as you adhere to the function you decided for your Captain, any template should be good. The more hybridization you want though, the more attributes you need to increase, so the higher priority they need, in my opinion.
 

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
Having a crew combat captain just seems insane to me. A series of unlucky crits and one bad death save, and it's game over.
From what I've played, Swordsmen are very effective in both surviving and killing.
 

Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
Having a crew combat captain just seems insane to me. A series of unlucky crits and one bad death save, and it's game over

But that's the fun part, isn't it? :D

Besides, with 30 fortitude, and being good at shooting things myself, I'd like to see the enemy crew that can hit me with crits long enough to kill me. They rarely survive long.

MO/Spy/CD

Can you explain this build? What are the class synergies?
Sorry, I'm an idiot. I was thinking "Combat Medic" but put CD as in "Combat Doctor", but I guess it reads as "Commander" :retarded:

Synergies... there are not a lot I guess, other than pistols. Shadowed Fire makes you kind of a beast, and if you can be a healer (not a very efficient one maybe, but enough to keep your crew alive until you murder everyone else) with Combat Medic, you're golden and can bring two soldiers and a swordsman to really get in bloodthirsty mode.

Other than that, MO gives me a bit of Command and Tactics so it helps me feel like my Captain is actually a Captain and not just a freeloader, and Spy allows me to go around solving things without violence, and just collecting intel records which is what I enjoy the most. I could class him as E-tech, but gunnery and ship ops are not my thing and besides, by the time it matters I have plenty of E-techs on board anyway.
 

Kuattro

Augur
Joined
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Messages
401
Location
La Font del Gat
Yes, yes, I understand what synergies are, which is why I said that MO/Spy/CM only synergize in pistols and nothing more. Neither Spy nor Combat Medic take advantage of the Military Officer's Tactics or Command with any talent, nor the Spy and the MO profit from the Medic's Doctor skill. The only skill that all three share (and use, since my Captain works as a pistoleer in crew combat) is Pistols. But I get all the skills I need from specialists on my crew.

It's just a job combination that allows me to participate in crew combat in a relatively useful role (pistol+medic) and also do cool things outside combat like get in covert operations.
 

Ruchy

Scholar
Joined
Jan 11, 2017
Messages
202
Location
Australia
So just got the Warhammer last night and god damn that thing sucks down fuel, starting to think I made a million credit mistake for my regular bounty hunting profession. 8 jumps through largely hostile territory is proving difficult.

For my first captain I went Pir/BH/Commander which I have to say after learning the ropes is a fairly disorganised mess, I think I will start a new captain as Spy/Diplomat/? and see how it goes.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Update #35: Far-flung Trades
February 14 - Trese Brothers
07BA56289EE78CD4A94BC779B88911F6161B94BF


Update #35 pushes a whole new set of boundaries with the trading system within Star Traders: Frontiers. Improving the hook in to Conflicts as well as drawing trading directly into missions continues to interconnect the layers within the galaxy.

We're coming around the bend now and starting to accelerate toward v2.2.x. Thanks to all of our captains helping push us forward with reviews and helping to share the game!

Commercier Missions
Starport Commanders, Starport Mechanics and Merchant Contacts have all joined a new class of mission givers -- the Commercier. These mission givers have interest in commissioning the delivery of goods to their own world, or delivery of goods to the worlds of their allies. In order to either fulfill trading agreements that may be lagging behind in their deliveries or in preparation for some large system project, these deliveries help bolster their economic aims, increase their Influence and gain you Personal Rep with contacts who were hard to access before.

As your Captain gains in power and reputation, the Commecier will seek deliveries of more restricted goods, including those requiring Permits up to Rank 4. Of course, the mission prices will go up with the challenge as well.

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Trade Alliances
When a Trade Alliance is running, if you have a Trade Permit with one of the two Factions as well as at least 10 Rep, the other Faction will honor your Trade Permit. Therefore, if Rychart is in with Moklumnue, and you have a Mok permit, you can loop Rychart right into your trade routes, relying on your Mok permit. While this has been working for a while, we've improved the display of the rules in the Exchange and fixed a bug that was clamping the honored Permit to Rank 2. Now -- its full trading season!

Eras in Rumors
As we prepare to launch more story eras into the game, we've wired up an era display in the Rumor list. This will give players a quick way to check on the era they are in as well as checking on its effects on the game's different simulation layers.

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v2.1.11 - 2/13/2018
- Added new Mission Type: Commercier Missions focus on delivery of valuable cargo
- Display 'Second Founding' Era details in Rumors when active
- Starport Mechanic and Merchant Contacts now give Commercier Missions
- Added 8 new mission types - procure or deliver commodity cargo all the way up to Permit Rank 4 restricted goods
- Modified mission generator to provide some more short distance missions
- Improved mission generator to restrict early game missions to less difficult options
- Expanded missions given while "proving your charter" to include a few more easy options
- Permit Ranks are honored by other Factions in Trade Alliances; now clearly displayed in Exchange
- Fixed overlap issues in Zone services
- Fixed issue with Contact services typo in New Game
- Fixed story bugs and typos

http://steamcommunity.com/games/335620/announcements/detail/1662262371373209671
 
Joined
Oct 5, 2014
Messages
4,748
Location
New Zealand - Pronouns: HE/HIM
bought this; spent about 4 hours looking at menus and stats and little white balls bouncing over icons and more menus and buying fuel and more menus

did TWO ship movement to pick up that jedi tart and take her to her quite obvious lover and then more menu time

sounds shit but it was legit great; very addictive for menufags

atmosphere and art style are bang on as far as i'm concerned; subjective i know but meh my 2c

all in all pretty happy with my purchase; will probably muck around with some builds first and wait until full release to get stuck in properly
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Update #36: Save 20% + Descent from the Void
February 16 - Trese Brothers
7ecb810dd2092dca82c156b9d8749bf33242315e.png


Welcome to the Lunar New Year Sale, Captains! We've got 20% savings throughout the big holiday weekend and are honoring the holiday with big updates all around and new environment art for the dank jungles and beautiful garden worlds of the galaxy.

New Ship and New Medical Facilities
With Update #36, we've added a new 3400 Mass ship, the venerable Dart Jammer. With an additional officer brigning its command crew to 5 and an extra small component, the Dart Jammer is a well-armored ship perfect for operations of all sorts. With Update #36, we've also added additional Medical Facilities offer more flexibility to ship designers -- offering both Armor and Shield bonuses.

Tag it, Bag it, Dump it
If you're trying to loot an enemy ship or just sailing the void and sick of what's in your cargo hold -- we've added the highly requested Dump Cargo feature. This allows you to dump your own cargo or that of an enemy ship you have defeated in combat. This will speed up looting, making it easy to get exactly what you want without having to "balance the budget" between two cargo bays. If you just have cargo you don't want, consider stashing it on a wild zone instead of dumping it. But hey, you're the Captain!

Difficulty in Defeat
In the cases where you suffer a certain type of defeat condition (Execution) but are playing on a non-permadeath mode, we've improved the game's messages about this so that it is clear. All of the messages now note that due to your Game Difficulty your career has not ended.

We've also continued to grind on story bugs related to the end of the Arbiter's story arc and the start of the Second Founding era. Things are much better wrapped up in this release and we've fixed the issues reported by a number of captains who have sent in their saved games. Some captains have sailed past the point of no return, and the fixes we've layered in won't help you --

v2.1.13 - 2/16/2018
- New 3400 Mass Ship: Dart Jammer (5 Officer, +1 Small Component, Heavy Armor)
- New Component: Hardened Medical Facility (Large Size)
- New Component: Advanced Medical Bay (Medium Size)
- Added ability to dump cargo from Looting or Cargo screens
- Added new wild environment artwork for both Garden and Jungle worlds
- Improved notices about defeat in ship combat to be Difficulty-aware and note when you did not die because of no Permadeath
- Improved story event additions to Captain's Log to ensure correct ordering of bunched logs
- Fixed story issues with Arbiter Brokstrom not accepting final quests or indicating the wrap-up of her current arc
- Increased time line to work with Arbiter Brokstrom before start of Second Founding Era
- Fixed bug that prevented Trade Talents from firing while Selling cargo
- Adjusted cool-downs for Trade Talents
http://steamcommunity.com/games/335620/announcements/detail/2912011357802979402
 

Morkar Left

Guest
New 3400 Mass Ship: Dart Jammer (5 Officer, +1 Small Component, Heavy Armor)

Does anyone play a 3400 mass ship past the starter ship? The pros (base armor/shield, speed/agility) don't seem to outweigh the cons (fewer components, lower max crew/officers, hull)

- New Component: Hardened Medical Facility (Large Size)
- New Component: Advanced Medical Bay (Medium Size)

Reading about some guy larping a hospital ship loaded with doctors and med bays. He goes to all the impoverished planets to give med assistance and gains faction rep. Not sure how that translates into money...

Those ships are inferior and are supposed to be. If you fly such a ship you better avoid combat and use approbiate talents. I always start with the Juror class. Makes traveling in enemy territory (and not only there) exciting. You can still manage to win in combat (but haven't played with latest updates), but it usually will cost you more than you get in return (besides xp).
 

ERYFKRAD

Barbarian
Patron
Joined
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Messages
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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
The official Lore book is out as a download
Good stuff. They didn't necessarily have to justify why your Trader can potentially wander the stars forever without settling down, but I like that they try to give a reasoning for all that jazz.
 

Morkar Left

Guest
But that's exactly my point, small ships are worse at avoiding combat. I think it's a balance issue (like almost everything else) and this is another area that is imbalanced. It's strange and counterintuitive that a large vessel (with pilot/nav build) can out-dodge a small one. If you are following the strategy "if all your spy/merchant talents fail and you end up in ship combat, take evasive maneuvers and escape on the first turn" a maxed-out juror won't outdo even a half-kitted freighter, and both are starter vessels. If you want to play a millennium falcon, your actual ship is going to be medium or large sized.

As a general point, I think the scales in the game don't really make much sense. The ships are conceptualized as both being similar sized to tankers/container ships in the amount of freight they carry, and simultaneously can fly in atmosphere and make planetfall. Military-spec vessels are understood to be like aircraft carriers, but with a crew in the dozens. All this gets handwaved away by space opera rules of cool, but I just find it kinda odd. There isn't really a millennium falcon equivalent here.

Your ships just aren't Millennium Falcon / Firefly size. They are meant to be bigger. The smallest ship requires you to have a crew of 21 when fully staffed. You can have less but it comes with no benefit (besides salary). I think when they started with the first Star Traders game they just wanted to do a non-licensed WH40K Rogue Traders game. In Rogue Traders ships are huge with several hundreds to thousands of crew. Though, there's already a downsize but it would explain why maneuverability isn't such a factor. But I haven't noticed that the smaller ones are less agile. In fact checking the wiki, the smallest ones actually have the most speed and agility.

The smaller ships are in general just the cheap ones. You spent fewer ressources on ship at char gen and therefore you can only have inferior ones. That's perfectly ok for me. I mean I wouldn't mind if smaller ships - at least with some special talents - could get boni in not getting detected or avoid enemy fire but I see no balancing flaw in it. Plus you can upgrade to a bigger ship ingame.
 
Joined
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Messages
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Codex Year of the Donut
probably should bring balancing issues up on their steam forum, they respond near instantly. I've had multiple issues addressed and a few bugs fixed within hours.
 

Morkar Left

Guest
Depends on your own opinion. If you're a hardcore permadeath freak (fan of roguelikes) you could set it to 0%. Basically your Captain would get always killed except you have some lucky roll (and high Resilience). Personally I set it to 40%, maybe I go to 30% when I have time to test (which will take a while).

I would be interested in how the mechanics in regard to levelscaling work as the game goes further on.
 

udm

Arcane
Patron
Joined
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Messages
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Make the Codex Great Again!
I feel like the Trese brothers are the rare types of people who can improve in their game design abilities over time. I have most of their games on Android, and their early ones (Cyber Knights RPG, Templar Assault) were at best amateurish attempts at emulating the old-school style of games. Their newer titles, however, like Star Traders Frontiers and Templar Battleforce, show a more profound understanding of game mechanics. Have to :salute: them for that.
 

Morkar Left

Guest
Yeah, that's right. They really know how to improve their games. Most developers just scrap game mechanics or will never implement them if they don't get it right. Trese bros are very good in implementing the basics, improve on them and don't shy away from adding extra components to it. So far with every new game they implement something new which the game before hadn't and STF seems to include all the mechanics and gameplay from their former games. Except the 2d view combat from Templars and Heroes of Steel. My guess is this will probably get mixed together in a Star Traders 3 game if they continue with this line.
 
Joined
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Messages
50,754
Codex Year of the Donut
I feel like the Trese brothers are the rare types of people who can improve in their game design abilities over time. I have most of their games on Android, and their early ones (Cyber Knights RPG, Templar Assault) were at best amateurish attempts at emulating the old-school style of games. Their newer titles, however, like Star Traders Frontiers and Templar Battleforce, show a more profound understanding of game mechanics. Have to :salute: them for that.
Templar Battleforce is surprisingly complex. I really wasn't expecting that.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
I feel like the Trese brothers are the rare types of people who can improve in their game design abilities over time. I have most of their games on Android, and their early ones (Cyber Knights RPG, Templar Assault) were at best amateurish attempts at emulating the old-school style of games. Their newer titles, however, like Star Traders Frontiers and Templar Battleforce, show a more profound understanding of game mechanics. Have to :salute: them for that.
Templar Battleforce is surprisingly complex. I really wasn't expecting that.

Insane how much they've improved and refined themselves over the years. Games have risen from consistently mediocre/bad to consistently solid/great.
 

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
http://steamcommunity.com/games/335620/announcements/detail/1658888566593616392

Update #47: Major Milestone "ELDER"
2 APRIL - TRESE BROTHERS
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This one is big -- that's why we used all caps. ELDER completely reworks the meta for Crew Combat, so we suggest at least reading that section of the update.

While the update press for Star Traders: Frontiers slumbered for the last 18 days, we have been in the crunch at Trese Brothers HQ to complete and polish the Major Milestone ELDER update. It's so huge and sprawling that we've broken the release notes into 3 sections below -- the complete Crew Combat Rebuild, the Faen Saga and Everything Else.

Flowery words, aside -- let's talk specifics!

Crew Combat Meta Rebuild
With the release of ELDER, everything is new again in Crew Combat. Previously, each combatant took a single action per round which grossly limited the best actions and put the focus on high DPS AOE attacks. The new meta now charges your combatants an Initiative cost per action and as long as they have remaining Initiative, they can take another action.

Each weapon and Talent defines its own Initiative rules, so you can fire a Pistol (6 Initiative cost) more times a round than your HMG (14 Initiative cost). Buffs, Debuffs and Healing each define their own cost.

AOE attacks multiply the Initiative cost of the weapon by 2X, so firing a 10 Initiative Rifle in an AOE attack costs 20 Initiative.

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If you take an action that reduces your Initiative score to -10 or worse, you suffer a lasting Initiative penalty and are guaranteed low Initiative on the next round.

Weapons like Snubbers, Snipers and HMGs all cost more Initiative to use but pack walloping punch for it. Second-hand blades that can be matched with a Pistol are now real weapons that can be deadly and cost 6 Initiative.

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The Piercing and Deflection system has been rebuilt to use a percentage system. Whenever an attack is made, if Piercing is equal to Deflection there is a 50% chance of a Piercing Hit, which reduces the enemy armor by more than half. For every % that Piercing is higher than Deflection, that is a % point higher chance of a Piercing Hit. Match targets for your best damage.

The auto-equip routine and therefore the AI got a lot smarter about equipping weapons and armor. There are new restrictions -- Sniper Rifles require a Job with Rifles Skill and Heavy Armor requires some combat Job. No more E-Techs carrying Sniper Rifles and wearing Heavy Armor.

With the new Initiative based system, almost every Crew Combat Talent has seen some form of change or tweak. Remember you can always Retrain your fighting men and women to pick new Talents. Everything is new again in ELDER.

v2.2.17 - Crew Combat Meta
- Weapons define an Initiative cost to use (basic Pistol is 6, Rifle is 10, HMG is 14)
- Standard Attack Talents are 1X Initiative cost, AOE Attack Talents double (2X) the Initiative cost of the weapon
- Buff, Debuff, Healing Talents all have set Initiative cost as well
- Any Debuff or Debuffing Attack that reduces Initiative goes into effect immediately -- can strip enemy of Turn; +Init Buffs are included next Turn
- Bleeding and Bio-Poison now kill a target when they reach 0 HP
- Rebuilt Piercing and Deflection system to be % based, more impactful
- Rebalanced many Crew Combat Talents, including all On Init Talents, all Talents that modify Initiative, and all Bleed and Bio-Poison Talents
- Swordsman gains new attack Talent Flash Fury
- Weapon display now includes position for default attack talents
- Vastly improved quality and power of second-hand blades (equip with Pistol)
- New weapon/armor restrictions: Heavy Armor requires combat Job training, Sniper requires Rifle Skill from Job
- Auto Equip routine now equips Heavy and Stealth armor based on conditions (Stealth Skill, low Evasion)
- New animations, visual effects for crippling orders and buffs
- Improved Initiative equation to reduce randomness and narrow the band of Initiative rolls
- "On Initiative" Talents now fire on the very first turn of every battle
- Rebalanced Traits and Gear that modified Initiative
- Renamed Armor's Evasion stat to be Dodge to avoid name overlap with Evasion Skill (Strong Dice vs. Ranged Attacks)

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Faen Saga Arcs
Many Captains have already experienced the intrigue at the Faen family court from Valencia's side of the story. With this update, both Erik and Zette are now eager to loop the player into their angle, aims and schemes.

As both Zette and Erik's storylines have timers in which their window of opportunity closes, you'll get the best results with a new Captain and may find that they reject you outright if a Captain who has passed through the Duel tries to chat them up.

This is far from the end of the Faens' story, but sets the table for future eras and their potential interactions.

v2.2.17 - Faen Saga
- Added Zette Faen's full story arc
- Added Eric Faen's full story arc
- Added hours of new story content
- Added new bosses, twists
- Uncover new lore and secrets
- Arbiter Brokstrom story missions now include +Personal Rep and +Influence bonuses
- Increased pay for many story missions
- Switched Valencia weapon component stash to water purifiers

With the release of the Faen arcs, we have knocked the final item off the v2.1.x family and all eyes and energy are turning toward v2.2.x!
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Everything Else
There is a long list of "left overs" in the ELDER milestone update. We've made a host of small tweaks to make important data more visible -- a ship's engine when considering a purchase, the legality level of goods when taking a stash or cargo mission.

We've added new Talent art and also made some reduces in power for Broadside Angle and Vigilant Scanners ship combat Talents.

v2.2.17 - 4/2/2018
- Cargo and Stash Missions include details about cargo legality as well as permit
- New ship hulls for sale now list their Engine details in the offer
- Fixed issue with custom difficulty resulting in 119% or 111%
- Improved display of max character and job level
- Added 8 new Talent icons including many ship victory talents
- Fixed crashes and improved runtime performance
- Starting planet is considered Visited
- Improved Free Relanding interaction with Orbital Traits and Rumors
- Rebalanced Broadside Angle and Vigilant Scanners Ship Combat Talents

With ELDER release, we are on to the next major features, UI improvements and story eras!
 

ERYFKRAD

Barbarian
Patron
Joined
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Messages
28,349
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
Aye, sometimes. Then again you'd have to be extremely dumb to not see the potential in this game.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
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19,248
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/1657767829986391644

Update #69: Distinctive Services
29 May - Trese Brothers
fe956baa21f9df6e52f604c09159b0407713c635.png


With the Distinctive Services Update, we are coming around again to further deepen many of the game's core systems and concepts. This update sees the first truly limited services types -- valuable services you can only find on a few contact types. Also, as we work on wrapping up the v2.2.x family and introducing the next story Era, we are looking more and more often toward our launch priority list. Cory has completed a major round of performance optimization with this release, getting the (already fast) game to run faster and smoother.

Trait Conditioning
The Gestalt Technologists have a storied history of employing cutting edge techniques, known only to the members of their order. This medical tradition is now capable of deploying a key new service -- Trait Conditioning. Using a combination of vat tech, genetic conditioning and other secret medical tech, Gestalt Technologist and Gestalt Explorer Contacts are now capable of purging certain Traits from your crew, for a pretty price.

Gestalt Conditioning can remove Battle Scarred, Combat Nerves, Crippled, Death Wish, Fatalistic, Flashbacks, Hyperwarp Sickness, Gravity Sickness or Weak System Traits.

If you're interested in learning more about the Gestalt beyond the story, check out the Lorebook:
https://www.dropbox.com/s/hxev05ooli1rp37/Star%20Traders%20Frontiers%20Lore%20Book%20-%20Volume%201.pdf?dl=0

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United Coalition Pardon Brokers
The United Coalition is in a unique and powerful position within the Star Traders society. If you have Commander and Emissary Contacts within the Coalition, they are now capable of brokering a pardon for you with any of the nine major factions. However, they can only go to bat for you one time with each faction. Once they've brokered a pardon with Cadar on your behalf, Cadar will not come to the table for a second time if you've wronged them again.

Notably, these two Contact types are primarily reachable through the Arbiter Brokstrom's Early Coalition Era storylines. So, if you're seeking forgiveness for your wrongs, consider working with the Arbiter to reach this valuable service.

More Improvements
The list of other improvements in Update #69 is long! A few highlights -- Assassins are far more recruitable as new Contact types are offering them. We've fixed a longstanding issue with Civil Unrest on the Faen homeworld -- it was the sneaky Aetaan Char all along!

We've made further improvements to ship encounter Rep system by adding more contextually sensitive messages around Rep loss or gain for Indies, xeno and factions.

For those player who might have struggled with Valencia's mission where she needs you to gather Explosives in the early game, we've downgraded the requirement to Crystals, but in larger numbers.

Finally, the Officer Consult pipeline has gotten a nice overhaul in this release. It is now capable of provide much more advice on any given screen, willing to give out generic advice about your ship and crew condition anywhere. We've also added new consultations about the first deserter from your ship and what to consider when promoting new officers.

If you are enjoying the stream of updates, please leave a review!

v2.2.67 - 5/28/2018
- Gestalt Technologist and Explorer Contacts can now remove certain Traits (Crippled, Battle-Scarred, Gravity Sickness, etc) with Trait Conditioning Service
- United Coalition Commanders and Emissaries (see Arbiter storyline) can now grant Universal Pardons -- one time pardon with any faction
- Court Assassin, Weapons Dealer and Blade Dancer Contacts now recruit Assassins
- Stopped Aetaan Char AI from creating 'Civil Unrest' on Calagan's Zone in the early game
- Improved Rep warnings in ship encounter to mention Indies don't keep Rep and fighting xeno grants Rep bonuses
- Added more story scenes for failing missions within the Faen arcs
- Changed Valencia storyline stash mission from Explosives to Crystals
- Added officer consult that triggers when first crew member deserts your ship to explain rules
- Added new consult about promoting officers and the things to consider when picking from crew
- Improved Officer Consult system to provide more global advice across more screens
- Fixed odd combat behaviors and repeat turns caused by On Init Debuff Talents
- Improved some hat art for characters
- Major performance improvments!
- More accurate simulator outcomes and runtime optimizations
 

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