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Starpoint Gemini 3 - now a "full-blown space RPG"

anvi

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Apparently this is important enough to email me about: https://steamcommunity.com/games/977720/announcements/detail/3309508571670112602

complete skill system, imagined not as a do-all-end-all mechanic that enables you to obliterate the entire universe with a single push of a button, but as the perfect blend between using special abilities, passive bonuses and dogfightging.

This is exactly what I hoped to hear about this game. I still find the terrible voice acting and dialogue repulsive though, but good combat would bring me back. Could do without the dudebro speak and spelling mistake though.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/977720/announcements/detail/1588010686196922312

Gears 'n' Cogs: Roadmap update 2
Craft me a little something!

You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!

No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.

Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?

Space-craft-beer-pong

One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
  • Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
  • All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
  • Create anything from better (more complex) items to equipment and weapons


Radiation mechanics

Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! A nanoscrubber a day, keeps death away, as my mechanic used to say.
  • rather important visual warnings will scream at you
  • gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
  • added radiation areas in all sectors
  • added VFX & SFX to complement the gameplay effect
  • added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*


AI, behavior and the untold story of the Terminator mindset

To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
  • Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
  • AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
  • AI becomes increasingly more complex as you progress through the game.
  • NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
  • NPCs can now drop mines when their ships or egos are threatened

Moving on…

The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion.
The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!

Almost forgot about how we…

rebalanced the hell out of a lot of things
  • different wings now have a different number of turret slots.
  • player ship hull module HP increased significantly
  • player ship shield module HP increased significantly
  • player weapon energy cost increased somewhat (in some cases significantly)
  • overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
  • Player shield recharge increased
  • Player shield reboot time reduced
  • higher tier NPCs deal significantly more damage
  • higher tier NPCs have significantly stronger hulls and shields
  • Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
  • Loot drop value is increased across the board.
  • boost speed decreased and now varies depending on the engine installed
  • cruise speed decreased to 300 for all ships
  • player ship modules prices


…oh and also how we…

overhauled the entire flight model
  • A number of booster and cut engines tweaks and upgrades
  • Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
  • Added a few missing controls and made a lot of overall quality-of-life improvements


In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!


CHANGES
  • ADDED: new equipment and additional equipment tiers
    • the already mentioned Nanoscrubbers take that accumulated radiation edge off
    • Higher tier decoys lure angry missiles away
    • Booster injection gets some of that juicy fuel back into your booster to keep going
    • Mines of all shapes, sizes and damage types will knock your enemies flat to the other side

  • ADDED: a whole lot of additional missiles (specifically higher tier missiles)
  • ADDED: 4 completely new weapons to purchase and use
  • ADDED: more weapons of the higher tier persuasion
  • ADDED: Missiles can now be found in loot drops
  • ADDED: new ship modules in drydocks
  • ADDED: new difficulty settings – easy, normal, hard, insane
  • ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
  • ADDED: In-game HUD now shows the names of equipped and swapped weapons
  • ADDED: In-game HUD now shows live stats of weapons/shields/missiles
  • ADDED: NPC ships can now move and shoot following a specific path, if need be
  • ADDED: SFX when upgrading skills
  • ADDED: SFX for incoming enemy missiles and launched missiles
  • ADDED: a HUD warning if some action cannot be executed
  • ADDED: Steam controller support
  • ADDED: new equipment items
  • ADDED: Equipment now has short text info
  • ADDED: In-game panels can now be toggled via keyboard shortcuts
  • ADDED: camera shake effect when hitting an asteroid
  • ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
  • ADDED: huge hollow asteroids that ships can fly through and use as cover
  • ADDED: enemy ships now spawn with different tiers depending on map difficulty
  • ADDED: new event when player enters the range of specific object
  • ADDED: outlaw faction ships now have appropriate trails
  • ADDED: player engine/trails change color depending on speed and currently used flight mode
  • ADDED: explosions on asteroid destruction
  • ADDED: title cards in campaign missions
  • ADDED: several types of enemy behavior templates
  • UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
  • UPDATED: controller software keyboard
  • UPDATED: color schemes of HUD waypoint and info icons
  • UPDATED: default reputation with certain in-game factions
  • UPDATED: balanced NPC vs NPC damage variables
  • UPDATED: collect all option works properly, players can remove items from cargo
  • UPDATED: NPC ships have different, more realistic firing arcs
  • UPDATED: HUD reticle more visible and has variations depending on equipped weapon
  • UPDATED: campaign missions in chapter 1 reworked and polished
  • UPDATED: cutscenes in campaign chapter 1 have been upgraded
  • UPDATED: improved visuals in nebulas
  • UPDATED: faction reputation alignment system has been reworked
  • FIXED: text alignment in station/bar dialogues
  • FIXED: all barman dialogues are now skippable
  • FIXED: shortcut for buy/sell trader buttons work properly now
  • FIXED: resolution setting in launcher will be properly saved now
  • FIXED: freelance mission ships are properly marked now
  • FIXED: impact explosions on ship hull work properly now
  • FIXED: player ship shield regeneration variable works properly on load
  • FIXED: scripts for freelance mission ending now work properly
  • FIXED: in-game dialogues work properly when paused
  • FIXED: possible resolution problem when automatically choosing setting in launcher
  • FIXED: launcher will no longer crash if Steam isn't running in the background
  • FIXED: NPC ships will target and hit player properly in all situations
  • FIXED: When changing control settings in launcher, resolution won't abruptly change with it
  • FIXED: Player is no longer stuck in photo mode when using it
  • FIXED: camera works properly when using the controller and holding down LT to follow target
  • FIXED: menu footer is changed correctly when using HOTAS
  • FIXED: key binding in controls cannot be duplicated anymore
  • FIXED: target locks will appear in correct positions now
  • FIXED: numerous HUD errors when playing the Spanish language version
  • FIXED: branching dialogues won't break anymore if using HOTAS/controller
  • FIXED: various controls binding issues with HOTAS and controller
  • TWEAKED: visual controls input when using HOTAS

Cheers!
LGM Games team
 
Last edited:

Galdred

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Steve gets a Kidney but I don't even get a tag.
i just watched the Let's Play video. They mentioned can't fly capital ships. Sadly that's a deal breaker from me.
Is it certain and definitive? Being able to fly Capital ships was the trademark of the Starpoint Gemini series.
The endgame in SG2 and SG:W had you fly Carriers and Titans. It is really weird to see them removed from SG3. It also makes it feel like a spin off rather than the same serie.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://steamcommunity.com/games/977720/announcements/detail/2990884606035992966

Bosses: Roadmap update 3
Don't Boss me around, maggot!

Greetings captains!

Just before the holiday craziness kicks in, we've reached the third milestone. That means we're offering, just in time, some fresh new ways to expand your experience of the game and fill any free days you might have coming.

This update looks exactly as a December gift basket is supposed to look – a little bit of something for everyone!

You've already explored the available game areas? Good – now you have new ones to check out, including some pretty familiar planets. Or, you've mastered the combat system and you're unmatched out there? Awesome – Boss mechanics will make sure there is something out there you haven't seen yet and that WILL be an adequate challenge! Also, if you're bored of your everyday bartender – new businesses have opened onboard new stations and planets.

Besides the obvious additions you can't miss, a huge chunk of improvements is a mandatory part of each update – missions, equipment, AI, HUD elements, ADAH companion etc...

Anyways, to avoid spoiling the surprise, here is the entire changelog, and you can unwrap the presents yourself as soon as update is downloaded.

In case you want to take a sneak peek into what's „in the box“, there is a new short gameplay video trailer that speaks a lot more than words:

CHANGES
  • ADDED: entire game mechanics for Boss units and Boss fights
  • ADDED: 12 Monkeys Boss with mechanics in Outerlands sector
  • ADDED: Jeepers Creepers Bosses with mechanics in Pyros sector
  • ADDED: new HUD elements and information regarding Boss mechanics
  • ADDED: new Starchart icons and fonts for Boss units
  • ADDED: new SFX and VO elements linked to Boss fights
  • ADDED: new Nexus Android barman
  • ADDED: NavBuoys now have direction lines and destination tags
  • ADDED: Planet Earth sector, with all available options and infrastructure
  • ADDED: Da Vinci space station with all station options
  • ADDED: Delta space station with all station options
  • ADDED: General Drake outpost with all options
  • ADDED: new interiors on added space station
  • ADDED: Outlaws Gunner ship model
  • ADDED: Outlaws Dozer ship model
  • ADDED: Templars Vanguard ship model
  • ADDED: Catapult Ruine model
  • ADDED: various damage resistance icons to display if an NPC is heavily resistant
  • ADDED: NPC shields now have different OnHit visuals, depending on what type of damage they are more resistant to
  • ADDED: visual and audio damage and explosion effects to structures, as their hull drops below certain thresholds
  • ADDED: damage VFX on structures, as its hull drops, is now accompanied by visual and audio explosions
  • ADDED: Completely redesigned, animated loading screen
  • ADDED: in-game loading panel upgraded with new visuals and hints
  • ADDED: all supported languages have translated crafting hints
  • UPDATED: new camera views and movements while controlling the ADAH drone
  • UPDATED: Missiles balance - Player now has a bit more chance to manually dodge an incoming homing missile
  • UPDATED: AI of enemy ships when using equipment items
  • UPDATED: Reputation of the Outlaws faction now calculates other factions reputations as well
  • UPDATED: Keyboard shortcuts and bindings improved
  • UPDATED: further improved controller support and input recognition
  • UPDATED: Critical system failure types and triggering points improved
  • UPDATED: ammo storage CSF has new mechanics
  • UPDATED: NPC ships resistance is added to ship templates
  • UPDATED: Faction reputation now properly affects ability to dock at some space stations
  • UPDATED: near death screen warning has different effect and intensity
  • UPDATED: responsiveness of controls while in boost is increased
  • UPDATED: lead on target marker works more precise now
  • UPDATED: loot selection box increased
  • UPDATED: clear definition of crafting results
  • UPDATED: energy capacity for light weapons rebalanced
  • UPDATED: starchart icons for random missions
  • UPDATED: rebalanced NPC heavy weapons usage
  • FIXED: load game panel can now be sorted properly
  • FIXED: purchase and usage of Hyperion wings module doesn't crash the game anymore
  • FIXED: correct VFX is now triggered upon completion of repair missions
  • FIXED: enemy ships will not leave mission area anymore
  • FIXED: destroy missions from barmen work correctly now
  • FIXED: missions to defend objects now work properly without enemies getting stuck and becoming immobile
  • FIXED: waypoints on repair and defend missions will now clear correctly when the mission is done
  • FIXED: Gas extraction VFX now shows correctly even with nebula in the background
  • FIXED: Ships trails don't flicker anymore when changing movement direction
  • FIXED: experience points are now awarded correctly after mission completion
  • FIXED: cruise and cut engines options do not interfere anymore
  • FIXED: Issues with structures, encounters and factions in sector Extera
  • FIXED: Issues with structures, encounters and factions in sector Pyros
  • FIXED: Issues with structures, encounters and factions in sector Caterton
  • FIXED: Issues with structures, encounters and factions in sector Outerlands
  • TWEAKED: NPC ship threat calculation tweaked
  • TWEAKED: basic global encounters updated to take NPC threat calculation properly into account
  • TWEAKED: basic global encounters now take into account player level and the specific map the encounter takes place on

These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 3. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.

Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the third of almost a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forum.

Have a nice holiday ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
LGM Games team
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/977720/announcements/detail/1685967148842917501

Farewell 2019.

Dear captains!

And so we came to the end of another year. Year full of amazing gaming hours and even more amazing worlds created by so many game dev teams out there. We really hope all of you will keep some memorable moments in anticipation of what awesome stuff are yet to come in 2020 and beyond...

As for our studio, we had an interesting year full of challenges, and we certainly hope we added to your positive gaming year. Starpoint Gemini Universe continued to grow, we pushed some new boundaries and laid the foundations to finalize greatest project we ever embarked upon.

So, what's next? Our mission is clear – relentlessly push for next update, keep an eye on your feedback and adjust the plan to ensure we deliver what we promised and what you guys deserve.

Before we turn to next year, let us just drop a few hints on what we're preparing for start of 2020:
- New Starchart, extensive HUD upgrades
- Planet docking rings
- Player ship customization
- ADAH drone upgrade
- Further expansion of Universe and how it behaves

Next two updates will have some elements switched around, so a number of details from Update 5 will come earlier, while few of them will be pushed from Update 4 to next one.

In 2020, Starpoint Gemini 3 will be transformed to a whole new level and we're anxious to share this experience with all of you. All of us is expecting a crazy good year for gamers everywhere, and we'll do our best to create something to meet these expectations!

We hope many of you will have some time off in the next couple of weeks. Take a good rest, play some good games and charge your batteries for another wild year ahead.

On our side, we'll be in line with holiday season expectations, so you'll be able to get your hands on any Starpoint game and complete franchise collection should you want to.

In the end, we'd like to extend another huge „Thank you“ to every single member of our community. Thanks for support, thanks for your feedback and thanks for your continuous help with creating our games!

Merry Christmas and Happy New Year!

LGM Games team
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/977720/announcements/detail/2836644651888943860

One fine leap forward : Roadmap update 5 - entering beta phase
This update changes a LOT
Hello everybody!


As one awesome man once said: „ That's one small step for a man, one giant leap for mankind. “, our Starpoint Gemini 3 development process is currently at one such crossroad. With Roadmap milestone 5 being reached, we're entering the second half of the entire process.

First of all, you've probably noticed there was a longer pause between the last two updates. That was planned since the amount of assets and features needed for this cross into the beta stage was really huge. After all, you'll get the chance to check it all out!

The roadmap originally called this milestone „Narrative“, but we'll call it „Beta“, since the size of this update grew significantly in the past months. Everything planned for the Narrative update is here, but so is a lot of other cool stuff.
a44eb64aa93bbdaeef88248087ac613f5380b7c8.png


So, what's new? Well, to check this out, you'll need about 5 seconds of playtime - starting with the main character. Jonathan Bold was given a complete overhaul, from the 3D model to animations. The old model has been removed, since, you know... Gemini isn't big enough for two Bolds.

What's more important is that Bold's journey continues further with this update. For the first time after Early Access launch, the main campaign is unlocked several steps further. There are new places to visit, new characters to meet, new intrigues to uncover... In the new missions you'll be able to start noticing changes in the main character’s personality. These changes will become more and more significant later on as we near the final stages of the campaign. The beta game version does not enables the entire storyline, but pushes it several steps ahead.

All of you that already played through the game, will also notice that the first part of the campaign has also been upgraded with new animations and scenes. This is the plan till the end of development - to upgrade and polish everything, including the already implemented game elements.

For destruction-oriented addicts we also have a couple of treats. The first is the arrival of anti capital ship combat mechanics. You now have weakpoints to target and exploit on these juggernauts, but beware - they also bite back and usually aren't alone. Note here that this system is just a small part of what we'll need later for player commanded capital ships. The second treat in this category is the addition of ADAH combat mechanics - our sweet drone can now encounter bad drones and waste them. ADAH can also find and gather loot on her away missions. Oh, and did I mention that the ADAH model is also replaced with a new enhanced one?
dfb04040fc906ae17128a5c0ae1e0b1a5d9410d2.jpg


Of other important news - we've revamped the loot reward system, mining rewards including „rich asteroids“ system, made changes to the UI and added a number of UI elements, added lots of events, encounters, between-faction events... Basically, the freeroam dimension of the game is also getting a serious boost. More places to visit, more stuff to see and more events to participate in. All of that will generate more opportunities for experience and level gains and ship improvements.

Before we post the intricate details of this mega update, one information for all players - as we already mentioned as expected situation earlier - from this update you, unfortunately, you won't be able to use your old saves. We tried our best to keep the consistency of save files throughout all updates since September last year, but this massive update simply changed too much, both in the campaign and the freeroam mode. Forcing old saves to work with this version would cause a lot of unforeseen issues, so it was unavoidable. If all goes according to plans, this will be the only such situation during development, and we figured it's better to do this synchronization now rather than later when much more gaming hours could be in jeopardy. We hope you understand why we had to do this.
acb9ac3145808a514f35f08573d0a690d0638c2e.jpg


CHANGES
  • ADDED: New campaign missions
  • ADDED: New main character model
  • ADDED: New storyline characters: J.J Digins, Vassily Ratbone, Night Watchman, Glenn Curacao
  • ADDED: New interior and exterior locations
  • ADDED: New character animations and voiceovers
  • ADDED: New interface elements and notification systems
  • ADDED: New hint and notifications
  • ADDED: New quest tracking and information panels to Starchart
  • ADDED: New encounters and random events throughout maps
  • ADDED: New loot system with more frequent drops
  • ADDED: New „rich node“ asteroids system for much more lucrative mining
  • ADDED: New weakpoint system for anti-enemy capital ships combat
  • ADDED: Enemy capital ship combat mechanics
  • ADDED: Hostile drones in interior maps
  • ADDED: ADAH drone combat mechanics
  • ADDED: New ADAH drone movement mechanics
  • ADDED: ADAH drone inventory
  • ADDED: Option to use quick interact button when using drone
  • ADDED: New loot and reward system for drone interior missions
  • ADDED: Enemy drones to fight against in interior missions
  • ADDED: HUD markers for discovered mining and scavenging objects - gas pockets, rich nodes and derelicts
  • ADDED: Asteroids HP bar visible to player
  • ADDED: New collisions with asteroids and other objects
  • ADDED: Ships can now destroy smaller asteroids by ramming into them
  • ADDED: Collisions from other objects now also add damage to player
  • ADDED: Large batches of new sounds linked to actions and objects
  • ADDED: New indicators when locked and targeted by enemy missiles
  • ADDED: New voiceovered chatter lines for number of events throughout maps
  • ADDED: Outlaw Guerilla special ship design
  • ADDED: Outlaws Stalker special ship design
  • ADDED: Options to scan the scenery objects
  • ADDED: New cutscenes for additional storyline missions and some revamped old ones
  • ADDED: Large batches of chatter voices for NPC ships and stations
  • ADDED: Additional sounds for HUD, cockpit and cutscenes
  • ADDED: Almost all asteroids yield loot now
  • ADDED: Encounter system when attempting to use TGate
  • ADDED: Encounter system when using NavBuoy
  • ADDED: Enemy space drones spawn system on various locations
  • ADDED: New Mars sector map, along with objects, encounters and characters
  • ADDED: Additional civilian and military traffic to various sectors
  • ADDED: Lock on enemy missiles as they are approaching
  • ADDED: New hints and HUD feedback information regarding missions and events
  • ADDED: HUD element - weapons fire range indicator
  • ADDED: Ship convoys near space stations
  • ADDED: Ship convoys near structure clusters
  • ADDED: Ships entering and exiting Starpoint
  • ADDED: Ships entering and exiting T Gate
  • ADDED: Ships using Nav buoys
  • ADDED: New information to stations and planets
  • ADDED: More additional variety in appearance of derelicts
  • ADDED: Scanner ship module now has new and upgraded stats
  • ADDED: New explosion visual and sound effects
  • ADDED: Derelicts now have special ambient sounds
  • UPDATED: Revamped experience rewards system
  • UPDATED: Revamped quest system with barmans
  • UPDATED: Shortened duration of damage effects on player ship
  • UPDATED: Modified visual particles when viewing game from cockpit
  • UPDATED: AI agression levels with ships in fleets
  • UPDATED: Firing weapons is now disabled in cruise mode and while charging cruise as well
  • UPDATED: Optimizations to physics system
  • UPDATED: Lens flare visual effects now depend on surrounding ambient
  • UPDATED: Weapons targeting against objects is now more precise
  • UPDATED: Revamped lighting effects and ambients in multiple sectors
  • UPDATED: Starchart received additional direction lines showing the path of jumps
  • UPDATED: Prices of numerous missiles reduced
  • UPDATED: Loot prices and availability increased throughout sectors
  • UPDATED: Rebalanced difficulty to adjust for new enemies and capital ships
  • UPDATED: Rebalanced prices of weapons and equipment
  • UPDATED: Rebalanced experience gain system
  • UPDATED: Rebalanced enemy weapons and rate of fire
  • UPDATED: Almost all crafting blueprints are rebalanced
  • UPDATED: Spin up cycles for Cyclone and Sorm modified
  • UPDATED: Increased the price of wing ship modules
  • UPDATED: Increased how much additional turrets influence wing module price
  • UPDATED: Music system now plays all tracks scattered in various sectors
  • UPDATED: All missions and other planned actions now yield experience points
  • UPDATED: T-Gate now has correct hit collision sphere
  • FIXED: Issues with releasing of 3D sounds
  • FIXED: Enemy weapons fire sounds now have correct ranges and volumes
  • FIXED: Mission and object markers on Starchart now are now saved correctly
  • FIXED: Corrected waypoint tracking and position on Starchart
  • FIXED: If already initiated, quick action cannot be started again
  • FIXED: Soundtrack is now properly played throughout sector maps, both combat tracks and ambiental ones
  • FIXED: Sound issues with playing multiple sounds at the same time
  • FIXED: Sound issues related to distance of the sound origin
  • FIXED: Multiple issues and desync during character animations
  • FIXED: Encounters will now spawn on correct positions
  • FIXED: Encounter ships will use correct predefined faction
  • FIXED: Several bugs during Jeepers Creepers Boss fight
  • FIXED: Lynx wings module now has correct stats
  • FIXED: Magellan refinery quests now work correctly
  • FIXED: Trade convoys follow correct paths and behaviour
  • FIXED: Autosaves now work correctly during campaign mission stages
  • FIXED: Cutscene on Pyros campaign mission doesn’t cause camera to offset
  • FIXED: You cannot accidentally sell quest items anymore
  • FIXED: Vfx from boost engines now shuts down correctly when disengaged
  • FIXED: Post processing effects from radiation now shuts down properly
  • FIXED: Iolia factory is now placed in the correct sector
  • FIXED: Crafting process now has more info on what is gained and invested
  • FIXED: Skipping cutscene doesn’t break the game anymore
  • FIXED: NPC AI behavior doesn’t halt indefinitely
  • FIXED: Target sphere on loot objects increased for easier selection
  • FIXED: All wings now have correct turning speed information
  • TWEAKED: Decreased energy recharge of weapon batteries
  • TWEAKED: Increased energy cost of scattergun weapons
  • TWEAKED: Increased inventory size for all hull modules
  • TWEAKED: Increased loot drop value of “ore nodes” and derelicts
  • TWEAKED: Repair and scan sounds now have normal volume
  • TWEAKED: Enemy structures now cannot be interacted with



We'd also like to note that, despite the fact that the game is now largely improved and expanded on, development is still some ways off from being finished. All features included in the beta update will now be polished and tweaked according to requirements and feedback from players, plus we still have some major stuff to add, like player capital ship, remaining maps, rest of the campaign etc... A very busy schedule is ahead of us, but hopefully this update will give you all a taste of what's to come soon!

And just like last time, fly safe!

LGM Games
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
https://steamcommunity.com/games/977720/announcements/detail/2836644651888943860

We'd also like to note that, despite the fact that the game is now largely improved and expanded on, development is still some ways off from being finished. All features included in the beta update will now be polished and tweaked according to requirements and feedback from players, plus we still have some major stuff to add, like player capital ship, remaining maps, rest of the campaign etc... A very busy schedule is ahead of us, but hopefully this update will give you all a taste of what's to come soon!

And just like last time, fly safe!

LGM Games
[/QUOTE]

Oh cool, they adding capital ships for players now? Will get it if true.
 

flushfire

Augur
Joined
Jun 10, 2006
Messages
781
If the intention with the main character was to be as unlikable as possible then I must say, it's a tremendous success. This guy makes reboot Dante seem instantly lovable. Was the character concept "YA duke nukem in space BUT retarded!" ?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,550
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/newshub/app/977720/view/4323961504707057124

Unscheduled update from depths of isolation
Version 0.620.0 now live

Hello to all of you!

In these troubled times, we hope you're looking after yourself and also after one another. And while we're waiting for „normal“ times to return, our work on Starpoint Gemini 3 continues. Many of you had the chance to spend some more time playing your favourite games, so we also got plenty of your reactions and feedback. Today's update aims to address some of them. It's not yet time for next major milestone, but it is a good time to deploy numerous tweaks, improvements and additions we've been working on for the past few weeks.

We'd also like to thank you all for your responses and posts! They are very helpful during this development process and we encourage you to keep 'em coming!

List of changes is next:
CHANGES
  • ADDED: Game manual is now linked to main game launcher
  • ADDED: Entire new sector to visit, Iolia
  • ADDED: New NPC enemy drone with both appearance and behaviour
  • ADDED: New transport barman quest, with both objectives, quick action and rewards
  • ADDED: Effects linked to completing transport mission
  • ADDED: Several new and reworked graphics options
  • ADDED: Several graphics options are added or reworked
  • UPDATED: Visual effects when firing from intro ship cockpit improved
  • UPDATED: Ship panel within journal panel now has improved functionality, lists and stats
  • UPDATED: New NPC chatters linked to specific events
  • FIXED: When player dies, camera is now properly centered on player ship
  • TWEAKED: Boss icon is now visible only when you're in the same sector
  • TWEAKED: Modified journal when using initial intro player ship
  • TWEAKED: Modified planet size displayed on Starchart


That's it for now. Stay safe and healthy, and have a good week!

LGM Games
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
I just looked at
and decided to nope the fuck out.

I mean it would have been pretty cool magitek desert hovercraft in some crazy-punk eberrony fantasy setting (and that's taken as it is, I don't really see any single thing that would need to change), but in sci-fi it embodies every single thing I absolutely loathe in shit-tier space opera garbage except orders of magnitude worse than I could possibly imagine.
:abyssgazer:
Jesus fuck.
:deathclaw:
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,550
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/newshub/app/977720/view/2171242692260291846

Update 0.650 - Pre-capship countdown
Sandbox improvements and customization

Greetings everyone!

We hope to find you all, despite challenges this year keeps throwing before us, still well and ready to play some more!

During last several weeks we've successfully „cooked“ another cool update for Starpoint Gemini 3.

Full changelog is posted below, but some highlights would be a number of additions to expand the sandbox experience, several player requested changes to accessibility of freeroam between missions, brand new customization panels so all of you can get crreative with your own ship, and a nice bundle of fresh ship modules to assemble your avatar of destruction!

04551d128bb038117f44ed39588824b04077b075.jpg


Also, we'd like to share a quick preview of what's coming next – among other things in the upcoming updates, you can expect steam achivements and finally, the introduction of player owned capital ships!

Full changelog for this update is here:

List of changes is next:
CHANGES
  • ADDED: A number of new player ship modules, available at numerous drydocks at stations/planets
  • ADDED: During campaign, freeroam is unlocked on more places between missions, to allow players increase in strength and weaponry before fights
  • ADDED: New encounter quest system with missions that can be picked up and followed
  • ADDED: New Starchart waypoint for following encounter mission
  • ADDED: Anomalies are now enlarged and appear throughout all systems
  • ADDED: Weapon turret platforms are now placed near some stations and objects
  • ADDED: Space stations now have defined drydock modules to sell
  • ADDED: New visual effect for both cruise and boost engine mode
  • ADDED: Experience points when destroying a structure
  • ADDED: New NPC miner ship AI
  • ADDED: Miner AI ships now leave miner loot when destroyed
  • ADDED: Three different types of chatters for drones
  • ADDED: NPC drones now can have various weapons
  • ADDED: Both Invert mouse X and mouse Y
  • UPDATED: All profession ships now spawn as intended – Miners, Scavengers, Gas Collectors
  • UPDATED: Improved debugging tool for tracking factions and professions
  • UPDATED: Improved loading procedure for some structures (Scaffoldings)
  • UPDATED: Correction of entire ambient in the Mars sector
  • UPDATED: Scenery update in Pyros sector
  • UPDATED: Scenery update in Earth sector
  • UPDATED: Improved NPC ship navigation and destination selection procedures
  • FIXED: After mission, waypoint marker will be in a correct spot
  • FIXED: Crosshair center added to options
  • FIXED: Weapon turrets will now always have correct position and alignment
  • FIXED: Eliminated bug when moving game launcher window
  • FIXED: Eliminated possible ship dissapearance when they are created far away from player ship
  • FIXED: Eliminated bug with NPC ships if they perform jump in directly in front of player
  • FIXED: Improvements to numerous scripts


As always, we invite you to dive into the game, check out what's new and improved, and let us know your impressions and suggestions. All of that will help us prepare next update to be even better!

Fly safe and stay safe!
LGM Games
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,550
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/newshub/app/977720/view/2443714274787378065

Update 0.700 - Summer delight
Templar scenario, Jupiter sector, and more...
Hello!

We hope to find you all good and healthy! In these challenging times, and on the brink of summer, we're determined to give you, good gaming girls and guys, some good stuff to play with in the upcoming weeks. Our Early Access continues, and time is right for yet another update!

This update also targets general gameplay and freeroam features. Some of the added things are also here to lay a further foundation for introduction of player-controlled capital ships, others are focused on expanding the remaining maps and a more eventful universe.
Full changelog will be listed below as usual, but highlights are the addition of the new Jupiter sector in SOL system, a new Templar freeroam mode, updates in crafting and loot drops, new mining options etc...

Some of you will also recognize several additions/tweaks of previously existing features, and if they are familiar, yes, it's because they are based on a number of suggested and commented things on the Steam community hub. We are monitoring everything you say, and we try to answer everybody as soon as possible. And if you do have an idea that can work better than what we envisioned; we'll be happy to adopt it.

We're still a few months away from completing our primary list of planned game elements, so you can expect some major updates in the future, including remaining „big“ features that will have a huge impact on overall gameplay. Until then, enjoy the start of summer, relax if you can, and above all, keep yourself safe and happy!

Full changelog for this update is here:
List of changes is next:
CHANGES
  • ADDED: Entire new Starchart map – Jupiter sector in SOL system
  • ADDED: New Templar freeroam start
  • ADDED: Item prices are now also added to inventory menu
  • ADDED: New Rich Junk nodes for mining
  • ADDED: New Gas pocket Rich nodes for extracting
  • ADDED: „Continue“ button in main menu that loads the last save
  • ADDED: New system for discovering nebulas and asteroid fields, and for tracking already discovered ones
  • ADDED: Hunter missile impact drops player from cruise mode and triggers engine malfunction
  • ADDED: Using exit game option now has another required prompt, preventing player from accidental mis-click
  • ADDED: Starchart hints for nebulas and asteroid fields
  • ADDED: Security ships near major stations
  • ADDED: Containers with ore that can be looted are placed within asteroid fields or refineries
  • ADDED: Useable docking points on stations for NPC ships
  • ADDED: Templar outpost object
  • ADDED: New blueprints in Jupiter sector
  • ADDED: New locations for Outlaws ambushes
  • ADDED: Multiple new locations markers on Starchart
  • UPDATED: Loot drop scripts to better specify type, amount and origin of drops
  • UPDATED: Starchart snap now better targets visible markers
  • UPDATED: Security patrols have updated paths and patrol routes
  • UPDATED: Berzerker ship now has added rear weapon turret
  • UPDATED: Multiops Legion ship has upgraded firing arcs
  • UPDATED: Sector Iolia has upgraded ambient and nebulas
  • UPDATED: Target lock from waypoint to object now automatically switches when needed
  • UPDATED: Notification sounds for switching missiles type in mid flight
  • UPDATED: Radiation nebula system revamped, ambient, textures, noise effect, damage distance
  • UPDATED: Saving data on blueprints, derelicts and anomalies to player save file
  • UPDATED: Radiation damage indicator reworked to be more user friendly
  • UPDATED: Radiation anomaly deals damage gradually, giving player time to finish scan
  • UPDATED: Radiation nebulas are now green on Starchart, and display realistic size
  • UPDATED: Radiation nebulas now have added correct parameters
  • UPDATED: Distances between nebulas
  • UPDATED: Loot drops for all NPC ships are reworked
  • UPDATED: Loot drops from anomalies reworked
  • UPDATED: Anomalies don't give credits as loot anymore
  • UPDATED: General Drake station has new items inventory
  • UPDATED: Outposts all over the maps now have correct names
  • UPDATED: Localizations for several languages are improved and expanded
  • FIXED: Asteroids will now be normally destroyed, regardless of current camera position
  • FIXED: Nebula appears normally, regardless of current camera position
  • FIXED: Decals in ship customization panel now displays in all selected colors
  • FIXED: Nebulas are now displayed correctly on Starchart, both in position and size
  • FIXED: Post effect in in-game menu are now displayed correctly
  • FIXED: Encounter quest cannot be spawned inside a planet anymore
  • FIXED: All asteroid types and asteroid fields now have correct loot drops
  • FIXED: Upon undock, all dockable objects will now display correct object names
  • FIXED: All outposts now have correct inventory lists
  • FIXED: All junkyards are now correctly marked on Starchart


Fly safe and stay safe!
LGM Games
 

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