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

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://store.steampowered.com/news/app/335620/view/3864716013082924421
Update #335: Storied Career
New medium slot torps, exciting changes to Engine and Morale Dmg in ship combat, better enemy ship AI and more
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Happy New Year, captains! It's going to be another eventful one in the void as we cruise past the #335 Update mark. Update #335 brings new medium sized torpedo weapons, more exciting rules for Engine Damage for aggressive attack strategies, improved rules for Morale Damage when hits target Bridge and Engine, big updates to how enemy ship captains pick their ship weapons in combat and a big sweep of price raising for late game components.

If you've enjoyed just a few free updates or hundreds of updates over the years, we hope you'll consider leaving a review and sharing Star Traders: Frontiers with a friend!


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Torp Power
With Update #335, we've rolled out three new medium slot Torpedoes that all pack a massive punch. These high-level medium slot torps make torpedo boats with a wider variety of designs viable into the late game as you finally have options at level 7, 8 and 9 for your medium slots. Get more Void Shielding because these torps can hit very hard and beware that late-game enemy captains may also employ the Mk3-Gamma, Torpedo Mk3-Delta and Torpedo Mk4-Ultra.

Early Engine Dmg Rule Rebalance
In a small but important change for some strategies, we've revised the special rules around Engine Damage in the first 3 Turns of ship combat. There has always been a protection for the player's engine against becoming immediately disabled before Turn 3. Some of these protections were extended to the AI ships as well in ways that made certain hyper-aggressive strategies (ALL the Gravity Cannons, Turn 1!) less effective. We've adjusted the rules on the AI's side without touching the player side rules to allow for these cases and don't punish hyper-aggressive strategies or force them to wait until Turn 3 to truly unleash their power.

A big thanks to the players posting feedback and sharing data on these strategies that helped us craft this fix.


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Bridge and Engine Hits Morale
If a ship or crafts weapon attack hits the Bridge or Engine, there is now up to a 30% increase in damage to the crew's Morale. Taking hits to these critical components shakes up the crew as they know the ship is in direct danger of failing to function and therefore losing to the enemy. This change can help accelerate and make more meaningful the ship combat defeat rule that can cause an enemy ship to surrender by Morale loss.


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Ship Captain AI Improved
We've updated a number of important AI templates, rules and decision points as they relate to ship weapons. We updated some of the rules and decisions for torpedoes as to what other components to pair them with the for the maximum effect. For those enemies you find hanging at long range and trying to rain torp-hell down on you, be sure to pick your fights, close, or take them out fast with your own long range fire or craft. We've also helped the enemy ship builder balance better between Torpedoes and Missiles to ensure they have good coverage at a wide set of ranges.

Finally, the enemy ship builder was not making great choices about when and where to attach Gravity Cannons to their ships, and we've improved the entire set of thinking. These highly devastating weapons can punch a hole in your hull if you're not careful, so keep an eye out for newly configured enemy mid to large class ships.

With so many weapon's related changes, we also touched on one ship class specifically to make sure the AI ship builder would be making the best decisions -- Broadsword Class. If you see an enemy captain swinging around the edge of a moon in one of these, just be sure you're on your best behavior.


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Component Repricing
With over 700 components and steadily growing, sometimes prices slide out of band and we need to come back through and revise some things. With Update #335, we've completed a necessary price raise for a number of components, better matching price to performance.

The prices for the M115 Twin Autocannon, Fuel Tank 5+, Cargo Hold 6 and Armored Cargo Hold 6 have all been directly increased. In addition, the all high level Coatings have had their prices increased to better achieve the progression into such high power defensive components.

Want to help shape our next game?
So many of our updates for Star Traders are based on feedback from you all. But there are limits to what we can do in a game 5 years after its release. Our new tactical heist RPG, Cyber Knights: Flashpoint, is evolving fast in Early Access, with plenty of room for content ideas and shifts in gameplay based on what early players are finding fun.

Join us to make this game another one you’ll be enjoying for years to come.
v3.3.81 - 1/2/2024
- Three new size 2 torpedoes Torpedo Mk3-Gamma, Torpedo Mk3-Delta, Torpedo Mk4-Ultra
- Increased the Morale damage from direct Bridge Hits by 30%
- Direct hits to Engine can now cause Morale damage for effected crew
- Revised engine damage rules for early combat, to make aggressive attack strategies more viable
- Post-boarding Bridge hits are now more effective vs all AI, Xeno included
- Updated AI for the Broadsword Class
- Retrained AI torpedo strategy with new improvements
- Improved AI ship architect's weapon selection logic for missiles and torpedoes
- Fixed issues with AI not correctly using Grav Cannons
- Increased the price of M115 Twin Autocannon, Fuel Tank 5+, Cargo Hold 6 - Armored Cargo Hold 6
- Completely repriced high level Coatings
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Just picked this up in package deal with Wildermyth for my kids.

Is it any good?
 

ERYFKRAD

Barbarian
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29,829
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
Just picked this up in package deal with Wildermyth for my kids.

Is it any good?
Dunno how old your kids are, they might find the utterly open ended nature overwhelming. You might have some fun with ship and crew building, but I'd be (mildly) surprised if this sustains your interest over a long period of time.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Wildermyth is for the kids. Was asking about this game for me for now.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,838
Wildermyth is for the kids. Was asking about this game for me for now.
I think it's a great game, but it's definitely got some noob traps. I personally like playing on roguelike mode and figuring things out as I go, but you might want to play with saves to avoid getting eaten by a grue, or check the wiki before getting started to get an idea of how to build an effective crew/ship.

Don't pay attention to the unlocks; the ships are all irrelevant and only a few of the contacts are useful, and only then for doing weird starting builds after you're bored with the more normal ones.

Last tip; pay careful attention to events and reputation. This is not a game you can play carelessly, ignoring trade blockades or fighting ships in the wrong areas can make you an outlaw in so many places the game becomes unplayable. On the flip side, taking advantage of those can make you a beloved hero everywhere that can get away with murder.
 
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Is it any good?
the problem with this game is balance. it's a rather large game with tons of stuff to do, try, discover... but at some point you realize what's the ideal crew composition with some mandatory professions while others are absolutely terrible. same for weapons. same for activities, some are almost free money, others are too unreliable or dangerous. the worst are the ships: there's an extremely limited amount of them, and then bigger ships are better at everything, they're faster, more agile, and of course tougher and can equip more weapons.
but before you realize all this, you've had tens of hours of fun.
 

Major_Blackhart

Codexia Lord Sodom
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Dec 5, 2002
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18,396
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Jersey for now
Honestly. It's a fun little game that gets me going. I sit back and enjoy it still every now and then. I haven't played in a big. Rogue Trader had been hitting my space fix, but I'll come back to this eventually.
 

lukaszek

the determinator
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but before you realize all this, you've had tens of hours of fun.
i think its rather better to pick your larp and stick to it rather than trying to minmax.
Imagine your favorite cliche/trope - this game likely supports it!
You can play han solo smuggler with small ship / battle cruiser commander / cpt kirk sex encounters with aliens on the planets and many more!
 

jagged-jimmy

Prophet
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Freeside
Codex 2012
As someone else on the Internet said: replayability is key. Early to mid game is fun. You play your chosen captain style (spy, trader, smuggler, etc.), build and min max the crew. But as soon as you get rich, get the biggest ship and best crew fun starts to fade. So just restart in/after mid game with a different build.
 
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lukaszek

the determinator
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But as soon as you get reach, get the biggest ship and best crew fun starts to fade. So just restart in/after mid game with a different build.
nah, you get dead set on boarding alien ship and blow it up with small crew.
then you try few more times.
And eventualy you quit, done with the game.

That being said im aware that there are more boarding options now, so maybe its doable
 

jagged-jimmy

Prophet
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Freeside
Codex 2012
That is true, fighting aliens is madness in the beginning.
But I am actually playing with an overpowered crew right now, my goal was to dominate aliens in any battle. Shock Trooper does ridiculous amount of damage.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
597
Someone suggested this, so i probably played it longer than i should have.

My ship & crew was mostly focused on boarding but its just not fun cause the same sequence of actions works pretty much every time. The main issue was not getting blown up in return but with a bunch of pilot assist modules and pilot crewmen + evasion talents it becomes trivial. Also the same setup works just as well for blowing up enemy ships with guns instead of boarding, they just almost never land a hit.

So when ship & crew combat becomes popamole, so does the rest of the game cause all the non-story missions are just there to grind some money for ship upgrades and story missions seem to have dried up pretty fast, or maybe i didn't find the new ones. (Was playing on demanding difficulty.)

So imo its about :2/5:. Should have dropped it as soon i saw its card based with darkest dungeon style combat. Though at least ship combat is not like that.

Btw i was expecting some kind of big alien invasion era, does it ever happen?
But as soon as you get reach, get the biggest ship and best crew fun starts to fade. So just restart in/after mid game with a different build.
nah, you get dead set on boarding alien ship and blow it up with small crew.
then you try few more times.
And eventualy you quit, done with the game.

That being said im aware that there are more boarding options now, so maybe its doable
Seemed pretty easy compared to landed aliens as long as i bring a medic to finish each fight with full hp and morale. Gets really boring when i have to repeat it like 8 times in a row to kill all the alien crew. :negative:
Though maybe you can get unlucky and get like level 40 aliens when your combat team is lvl 25 as it happens on land sometimes.
 

lukaszek

the determinator
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Seemed pretty easy compared to landed aliens as long as i bring a medic to finish each fight with full hp and morale. Gets really boring when i have to repeat it like 8 times in a row to kill all the alien crew. :negative:
Though maybe you can get unlucky and get like level 40 aliens when your combat team is lvl 25 as it happens on land sometimes.
ive played few years back, i believe there are more boarding options now, even launching small craft to do it.
Before I had to get my small craft to close the distance and board few times. Combat itself was always fine for my spy crew, but my best result was getting blown up after 2nd boarding.
again, i was larping around with smallest vessel type

Btw i was expecting some kind of big alien invasion era, does it ever happen?
dunno how it is now, before it was about checking rumors to see in which system they are present
 

Alpharius

Scholar
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Mar 1, 2018
Messages
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ive played few years back, i believe there are more boarding options now, even launching small craft to do it.
Before I had to get my small craft to close the distance and board few times. Combat itself was always fine for my spy crew, but my best result was getting blown up after 2nd boarding.
again, i was larping around with smallest vessel type
I've got two talents for boarding from range 3 though i usually just parked at range 1 in 6k ship.
dunno how it is now, before it was about checking rumors to see in which system they are present
I meant these eras like when you get some global event and it says that someone may have bunch of story missions. The second i've got was coalition established and i've got a mission to transport some diplomat around and then the third was also related to coalition but with no missions.
 

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://store.steampowered.com/news/app/335620/view/7374170303759010348
Update #353: Careening
Rebalanced small craft Bomber Damage and Radiation Damage, fixed a host of UI bugs, fixed bugs and crashes
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The Summer of Star Traders isn't over yet! This is our 9th update since we opened the doors for the Summer event and we're excited to say - it's been so much fun, we're going to keep on rolling into the Autumn of Star Traders. While Update #353 is a Bomber-focused rebalance and bug fix, we've got some exciting things coming up so stay tuned.
Bomber Meta Rebalance
We've rebalanced many of the ranges in Bomber damage, straightening out some odd bends and crooks in the progression. We've widened up the range of the damage dice rolled for bombs, pushing for more impact from buffing Talents in order to get the most optimal bombing runs. Some later game bombers have also had their Radiation Damage buffed.
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Scraping off the bugs
A big thanks goes out to players continuing to report bugs here on Steam and through other channels. Star Traders: Frontiers continues to draw new captains to the void and with each new play through, we can still find little things that can improved or fixed.
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This update fixes some ship combat logs that were sometimes showed giant negative numbers (-135810933181) instead of the actual dice rolls (22 Strong Dice) which could occur if the enemy captain or officers used Talents like Blood Game.

We've fixed a possible crash in the defeat screen if the enemy Captain tried to use a Prize Ship talent to claim your ship in the case of your captain's death or defeat.

We also fixed a few mixed up values and hovers in the craft screen - either purchasing or reviewing them - where the Radiation and Void Damage hovers could flip or where the minimum Rank shown for craft purchases could just end up being the wrong value in longer craft lists.

Thanks to all of our players, we've got more coming in the Summer of Star Traders!

v3.3.121 - 9/13/2024
- Rebalanced Small Craft Bomber Damage, Damage Ranges, Radiation Damage Ratios (human+xeno)
- Fixed Radiation and Void Dmg hovers showing incorrect rules in craft list
- Fixed AI ship boarding messages and rolls when AI uses boarding Talents like Blood Game
- Fixes defeat screen crash where the AI would attempt to seize a player's ship as a prize ship
- Fixes issues with Minimum Rank and Small Craft Purchases (Display & Rules now match)
- Fixed reported bugs and crashes
 

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://store.steampowered.com/news/app/335620/view/4487367832217059955
Update #360: Cloaking Tech
Increased limit on Cloaking to 60% (from 25%), updated Delga Heavylift build, balanced # of Mutiny events on Low Morale
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Star Traders! First let's send out a welcome to all the new captains who have joined during this 50% off sale and second let's celebrate with an awesome update. Here we are, hitting Update #360 on your favorite space trading and political simulation game, Star Traders: Frontiers. This update focuses on some big changes to the Cloaking system which allows you to reduce ship encounters, upgrades and adds new ship components related to cloaking and a new variation of the Goltha tech that can be unlocked through the Goltha Development story vignette. We've also tweaked some ship builds and prices from the startport and tweaked the chance of Mutiny when Morale is low.

Want more Trese Brothers sci-fi?
We always love seeing how many of you have pieced together the lore of Star Traders from the stories within, and enjoy the flavor of this universe your Captain is a part of. In our next game, we’re telling a very different sci-fi story but with the same depth we bring to all our worlds. Check out the dark-future feel of our upcoming cyberpunk heist RPG where we've just released the new Gunslinger class and snag it on 34% off or wishlist it today!

Cyber Knights: Flashpoint

Cyber Knights: Flashpoint
Turn-Based CombatTurn-Based StrategyTactical RPGTurn-BasedTurn-Based Tactics
Oct 17, 2023
Add to Cart
-34%
28,99€
19,13€
Cyber Knights: Flashpoint


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Cloaking Tech
Update #360 update centers around changing the limits in place in the ship cloaking system available to any captain today. The goal of these changes is to expand the options for your captain's ship builds and to make to make Cloaking more competitive with Skip Off the Void and high Escape bonus builds. To achieve this end, we've raised the limit on Cloaking up to 60% (which is a direct percentage of reduction on all ship encounters), from a 25% limit previously.

To provide more build options on how to get your cloaking so high, we have reworked all of the Sig Dampeners and Signal Veil components to provide more Cloaking. Also, we have added 4 new Signal Void Field components that take a medium slot to give additional options to pile on the cloaking abilities. If you have completed the Goltha Development story vignette, then a new Redlance Goltha Veil is available in Rychart starports across the galaxy. While the Goltha tech isn't all about Cloaking, it is a side benefit so this was a good time to introduce an additional option.

Ships with maximum Cloaking feel very different to operate now and we're excited to hear your feedback about these changes and make further adjustments over the coming weeks. Our goal is to position cloaking components such that they're viable for both early and late game builds.


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Venerable Heavylift
Our last release added a new (ancient) ship design to Star Traders: Frontiers - the Degla Heavylift. our captains have had a chance to look it over and we've received some helpful messages and feedback on our Discord. Update #360 update pushes the best of those ideas into the game and revises the weapon and component loadout of the ship with a focus on making it a highly survival large cargo carrier.


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Political Simulator
In not-as-exciting-but-still-great news we did some optimization on the political simulator (Conflicts, Rumors, Contact actions, Contact Link Events, etc) and speeding it up means we can run it slightly more often without negatively impacting ship travel on the map. This will provide even more procedurally generated drama for players to exploit for profit.

Mutiny Chances
We recently completed an analysis of Mutiny events in Star Traders games and noticed that a surprising percentage of mutiny events occur when the player is very close to the planet for a resupply. We have adjusted the chance of mutiny down by 10% in the crew simulator -- meaning they will tolerate low morale slightly longer before declaring an actual mutiny. Hopefully this patch lets you land in time to avoid any unpleasantness with your crew. Good luck!

v3.4.13 - Cloaking Tech - 11/12/2024
- Improved effects of Cloaking, increased maximum Cloaking effect to 60% (from 25%)
- Increased amount of Cloaking provided by Sig Dampeners and Signal Veil
- New Component: Signal Void Field, Levels 1-4 now available
- New Vignette Component, Redlance Goltha Veil
- Replaced Degla Heavylift weapon loadout based on feedback
- Increased ship sale price for Wolfpack Interceptor + Voracious Class
- New optimization of political simulator allows it to run 25% more often
- Chance of Mutiny during Low Morale events reduced by 10%
 

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