Star Traders: Frontiers (3.3.3) + Soundtrack [amd64] [ENG] [Steam] [Cocos2d-x]

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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 11-Окт-18 20:21 (6 лет 2 месяца назад, ред. 02-Сен-22 14:04)

Star Traders: Frontiers + Soundtrack
Год: 2018
Жанр: ролевая, рогалик, пошаговые бои, вид сверху
Разработчик и издательство: Trese Brothers
Движок: Cocos2d-x
Мультиплеер: нет
Архитектура: amd64
Версия: 3.3.3
Лицензия: проприетарная
Интерфейс: английский
Таблэтка: вылечено
Требования:
Процессор: 2 ГГц
Память: 2 ГБ
Видео: OpenGL 2
Место: 0,5 ГБ
Описание:
Star Traders: Frontiers — это космическая ролевая пошаговая стратегия. Управляйте космическим кораблём и его экипажем как пират, торговец, охотник за головами или в множестве других ролей. Путешествуйте по полной приключениями игровой вселенной с постоянно развивающимися галактиками раздираемых войнами, политическими интригами и угрозами извне.
Особенности:
- исследуйте открытую безграничную вселенную с бесконечным количеством сгенерированных галактик, встречайтесь с уникальными персонажами и одолевайте врагов
- станьте межгалактическим капитаном: возьмите на себя роль шпиона, контрабандиста, исследователя, пирата, торговца, охотника за головами или любого другого из 26 готовых персонажей
- создайте свой космический корабль: выбирайте из более чем 350 модификаций и 45 корпусов кораблей
- соберите преданную команду: выбирайте способности и экипировку для каждого члена экипажа корабля
- погрузитесь в нелинейный сюжет: решайте, подружиться или враждовать с другими фракциями и влиять на политические, экономические и личные распри
- сформируйте экипаж под свои цели: принимая решения и задавая характеристики своему кораблю, ваш экипаж также будет развиваться и меняться в соответствии с ними — старательно истребляя вражеские корабли ваша команда станет более кровожадной и свирепой, а исследуя или грабя далёкие галактики она станет отважной и сообразительной, или же члены экипажа покроются шрамами и станут сумасбродами
- разнообразие сложности: подбирайте и настраивайте различные варианты прохождения и сюжетные линии, ко всему этому можно выбрать режимы рогалика и многое другое
- разблокируйте дополнительные корабли и контракты после прохождения сюжетных линий и достижения их целей
Дополнительно:
Star Traders Wiki.
Проверено на Manjaro 21.3.7, Linux Mint 21.
Установка:
Сделать файл исполняемым в его свойствах и запустить.
Подробнее.
Steam
Видео
Контрольная сумма
b2sum *
b2sum: Bonus: Is a directory
a01ffa4cf3d2cd2563427bbac30fc8c5988ae4b95c9e6116a08d971779647d0444ed72e9fa9f4e1b63f3db81d7733e34df0d291046a4d8e690a97ded8b71718f star_traders_frontiers_modversion_v3.3.3.run
95af5a34d155e08333b72efc078ee02aa6eb3c5db589c2e86afa4de1a43793ffe8125e7501bd245a34e9e1a9e9239d7c09477f1ac1c07f4e8fa723ef1422890e star_traders_frontiers_v3.3.3.run
Обновлён до версии 3.3.3
Download
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Как скачивать? (для скачивания .torrent файлов необходима регистрация)
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 16-Окт-18 00:34 (спустя 4 дня)

Обновлён до версии 2.4.9.
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 29-Окт-18 12:44 (спустя 13 дней)

Обновлён до версии 2.4.13
https://steamcommunity.com/games/335620/announcements/detail/1694935665121041209
Update #111: Roll Out the Cannons
19 октября - Trese Brothers
Update #111 fills out the massive ship weapon category, adding 5 new large slot weapons. It also increases your Rank and Edict impact on ship encounters, reveals all of the dice roll details during travel and fixes lingering issues with Orbital Salvage.
Due to some travel schedule and planned build server maintenance, this will be the last update for about 10 days. We know that's a long black out for updates, but we promise that when the time comes, there will be a very large and very lovely update!
Rolling Out the Big Guns
With Update #111, the starports across the galaxy have expanded their line up of big guns. Where there was only the Retribution Gravcannon before to mount on your Large Slots, we've added 5 new impressive weapons to help pound the enemy into either bits (gravcannon) or submission (plasma cannon). There Large Slot weapons don't come cheap and they all require 4 AP to fire, but they are levels 5 to 7 and are devastators.
We've also made some tweaks to Mass ratings for weapons -- reducing Large Gravcannons to 600 and Medium Plasma Cannons to 300.
Military Requirements for Military Upgrades
All ship weapons are a little more difficult to find now. Buying new ship weapons now requires at least 4 Military Rating and all the way up to 9 for the largest and most complex weapons platforms.
Your Clout: Rank and Edict
In ship encounters, higher grades of Military Ranks and Edicts can now gain you additional positive points. Your Ranks have always gained you positive points with Military Officers, but now any Rank 5 or higher gains double the bonus. The same goes for Bounty Hunters at Edict 4 or higher. Carrying Rank and Edicts bear many advantages, but this new set helps your standing with the faction echo better throughout the galaxy.
Event Log Specifics
If you hover over an event log for a travel or landing save -- such as Pilot, Doctor, Command -- you can now see the exact dice your crew and ship generated as well as the dice rolled by the opposition. These extra details can help you narrow down the cases in which the right solution is a saving Talent or when you have enough Skill Pool to reliably pass. Also, they can help you notice spikes in difficulty due to quadrant danger, Rumors or Conflicts.
We also fixed a bug that was causing Retrain to become unavailable if you accessed an orbital ops and then tried to return to the planet. And we fixed a couple of Orbital Salvage that weren't working correctly or were display incorrect results, even though they were doing the right thing.
v2.4.13 - 10/18/2018
- Added all strong and standard dice rolls to event log tooltips while traveling
- In ship encounters, Military Officers give more clout to Rank 5+ and Bounty Hunters give more clout to Edict 4+
- Added 3 new large Plasma Cannons (level 5, 6 and 7) -- massive crippling damage for 4 RP shots
- Added 2 new large Gravcannons (level 5 and 6), slightly improved Crit % and Damage for Level Large Gravcannon
- Minimum Military Rating requirements added to all ship weapon installs (ranging from 4 to 9 by size and type)
- Fixed mass on Medium Plasma Cannons to 300M, reduced Mass on Large Gravcannons to 600
- Fixed bug preventing Talent Retraining after using an orbital op but not leaving planet
- Fixed mismatched faction in description of Orbital Salvage cards "Hunted", "Military Patrol", "Pirate Ambush"
- Fixed "Influence Conflict" card drawn in Orbital Salvage not having an effect
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 30-Окт-18 12:09 (спустя 23 часа)

Обновлён до версии 2.4.15
https://steamcommunity.com/games/335620/announcements/detail/1696062196978500457
Update 112: Razor's Edge
29 октября - Trese Brothers
We're glad to be back! After 10 days without updates, we've got the big one you deserve. New storyline, new encounter and Rep improvements, new enemy AI smarts, new starting contacts and so much more. It's packed full of the good stuff -- including lots of suggestions from right here on the Steam boards -- so be sure to review the full patch notes at the bottom!
Here's Update #112!
New Bloody Vignette
If you've reached the 3rd Century Era, keep your eye out for a new story vignette invitation -- from one Eryn Razor. I won't spoil the story of the new "Bloodsport" narrative, it is a highly challenging and late-game story arc that will put your crew combatants to the test. It also has the potential for tie ins from multiple other storylines and makes available some mighty new unique story rewards.
In other story news, we've added some more delays between late game Eras to slow them down a bit. We've increased the turn at which story vignettes start joining the game which will reduce the crowded feeling that can happen early in the story. And, we've fixed the issue where the Highwind Case story objective would sit as "Coming Soon" for a long time -- now it keeps its deadline correct even as your actions may extend it.
Ship Encounters
We've fine tuned and improved the balance and rate of ship encounters in the void with Update #112. Overall, ship encounter rates have been reduced about 10% with special attention paid to some types of Rumors that were spiking it beyond normal levels. This fine tuning also includes more targeted encounter types, such as more Bounty Hunters once your Rep falls below -45 with a faction. We're excited to keep tuning this rule set and these rates.
Pirates and Rep Loss
With this update, we've pushed more nuance into the rules about Rep loss when you defeat an enemy ship. The potential Rep you stand to lose is based on the enemy type and descends the farther away from lawful the captain is, the scale being: Military Officer > Merchant > Zealot > Bounty Hunter > Explorer > Spy > Smuggler > Pirate.
We've also improved all of the descriptive text about Rep loss and gain in ship combat victory to help clarify the reasons behind such changes.
If you happen to be facing a Pirate while carrying a Permit 2 of the Pirate's faction, we've improved the title of the Surrender option to be clear -- "Protected by Permit" as such a Pirate will not loot a licensed trader of their faction.
Enemy Crew Combatants
We've rebuilt the enemy AI's logic for picking crew combat Talents for individuals and for their team. This has made crew combat more competitive, fun and pushed our testing teams to use more of the systems. Swordsman, Pistoleer, Soldier, Assassin, Spy, Sniper are all improved, and if it goes well, we will dig into the other combat Jobs next to hone the knife.
This also includes fixing issues where AI crew were not carrying Snubbers in the front row.
Also, we've fixed a bug that could sometimes duplicate your crew and improved the heavy armor options in Weapons Locker A4 and A5 to make sure they are competitive.
New Starting Contacts
Open up more options during captain creation, we've introduced two new starting Contacts -- the Ex-Merc and the Gestalt Explorer. Each plays to different play styles, but between them they offer Combat Medic recruits, Zealot recruits, Trait Conditioning, combat armor, exploration missions and sabotage missions. A mighty new pair to add to your set!
We've also made a few tweaks to other Contact's special recruits -- Spice Tenders now hire Pirates and Diplomatic Counsels offer Quartermasters.
Finally, we've changed the new game rules to prevent any of your starting Contacts from appearing in Aetaan Char's faction. For those captains getting involved in the Faen story arc, these Contacts soon lost their value as Effective Rep plummeted.
v2.4.15 - 10/29/2018
Story
- Added new story vignette: 'Bloodsport' narrative, new unique story rewards and challenges
- New story vignette starts sometime after 3rd Century starts and has potential for tie ins to multiple other storylines
- Added some additional delay between late-game Era starts
- Increase turn at which story vignettes start to add to game
- Improved tutorial instructions on first escort mission about the use of saving Talents in missions to guarantee success
- Resolved story bug where you decided to tell Calagan of a plot, but no option was present
- Fixed story bug causing "Highwind Case" story objective to get stuck "Coming Soon" for a while before triggering
Encounters and Rep
- Ship Encounters: overall reduced encounter rates by 10%
- Ship Encounters: improved and fine tuned effects of Quadrant Rumors on ship encounters
- Ship Encounters: more quadrant faction Bounty Hunters will appear if you are criminal status (-40 Rep)
- Ship Victory: Rep loss with faction now depends on enemy type of ship (Military Officer > Merchant > Zealot > Bounty Hunter > Explorer > Spy > Smuggler > Pirate)
- Ship Victory: improved descriptive text for all Rep loss within ship victory, added custom explanation per enemy type
- Improved description of Surrender option for Pirates when you carry Trade Permit 2 or higher, "Protected by Permit"
- Improved enemy ship builder AI's ship weaponry selection
Enemy Crew Combatants
- Rebuilt AI that builds enemy crew combatants -- Swordsman, Pistoleer, Soldier, Assassin, Spy, Sniper all far more dangerous at picking Talents as individuals and across the team
- Fixed bug preventing enemy crew combatants from picking up Snubbers in the front row
- Fixed bug that sometimes allowed members of your crew to appear twice in crew combat selection
- Improved Heavy Armor option in Weapons Locker A4 and A5
Starting Contacts
- Added new starting Contact: Gestalt Explorer (hires Combat Medic, Trait Conditioning, exploration missions)
- Added new starting Contact: Ex-Merc (hires Zealots, sells Combat Armor, saboteur missions)
- Contact Recruit changes -- Spice Tender now recruits Pirates, Diplomatic Counsel recruits Quartermasters
- Starting Contacts in distant quads no longer appear in Aetaan Char's faction
Talent Adjustments
- Swordsman Talent "Balanced Blade" now requires 1.5x Weapon's Initiative to use for powerful buff
- Fixed description of Talent "Unrivaled Patch" to include the character's Repair Skill (in total, 20% + Skill)
- Prize Ship Talents are displayed even if you cannot afford the court fees
- Renamed Pirate's "Faked Signature" Talent to "Blackheart Fraud" and Spies "Faked Signature" Talent to "Counterfeit Identity"
And More
- Zone services now include time taken in their event log ("Paid $500, took 2 days")
- Selling Intel to a Contact now takes 1 Turn
- Increased duration of Time Lost card during any type of orbital operation
- Fixed bug occasionally causing Rep displays to become incorrect after selling Intel
- Fixed bug preventing crew combat debuffs from playing their SFX
- Fixed bug causing Blackheart starting Contact to be locked behind Faction Defender instead of Privateer
- Fixed bug with character hand positions not matching snubbers or sniper rifles sometimes
- Fixed bug with save slots sometimes displaying the wrong weapon in Load Captain screens
- Fixed mismatches in ship descriptions between starting and maximum crew, now listed both if different -- "24 starting crew (30 max)"
- Improved size and style of Skip All button in story scenes
- Improved sizing of tooltip over Date in the HUDs
- Improved text in tooltips, descriptive text for some Talents, spacing in UI
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 19-Ноя-18 12:54 (спустя 20 дней)

Обновлён до версии 2.4.29.
https://steamcommunity.com/games/335620/announcements/detail/3037010986385859267
Update #116: Opening Moves
16 ноября - Trese Brothers
Update #116 rolls out with some exciting new improvements for Save Slots and permadeath games, faster and easier Navigation for Rumors, Contacts and Systems as well as some new improvements to Spice Hall Recruit, the story, consults and barks.
Setting up Permadeath
Permadeath settings have never allowed Save Slots which unfortunately has removed the ability to use Save Slots to store the setup of your game, crew and officers. We've changed these rules to now allow Save Slots for permadeath games within the first 12 weeks (120 Turns). This gives you ample time to run the first Arbiter Mission, promote or fire officers, assign outfits to your crew, name your crew and whatever type of "setup" you like to do as a new captain. Then, save the permadeath game to a Save Slot before 210.15 AE! If your captain is lost to the void or takes a terrible wrong turn, you can always come back to this early setup Save Slot for a quick restore.
Faster Navigation
With this update, we've added both a Waypoint and Navigate Now button to the details screens for Contacts, Rumors and System Atlas to match those buttons found in Missions. This allows faster navigation, reducing the overall number of clicks and now also allowing you to pick Navigate Now from any screen, which will jump you back to the main quadrant map and start your ship into motion immediately.
Extended Conflict Details
To match the level of detail available for Rumors, we've moved the list of effects of Conflicts into their own dedicate tooltip, fixed some overlap issues on some screen sizes, and expanded the descriptive text for these political battles and alliances. Now, with room to grow the description, we'll be working on even more detail here in future updates.
Story, Consults and Barks
We've made an improvement to the very early game for the Arbiter's storyline. You will only meet the Faen if you engage the Arbiter. Stopping by their world before talking to her will no longer jump the story forward and skip her first mission. Thanks to all the players pushing us to improve this.
We've added 15 new Rumor-based barks from the Steam community thread -- thanks to the community members for making that gold mine [img src="/storage.proboards.com/forum/images/smiley/grin.png" alt=":D" class="smile"]
Finally, we're working hard to improve the Consult system and to make it more helpful in terms of both a tutorial and providing character depth for your officers. With this update, we've added new Consults, including discussing Fuel rules and their lore, further details on Cargo and then improved a number of the existing Consults. We're looking at more ways to make Consult work like it does for Desertion -- automatically popping up in the right situations to help guide first time players.
v2.4.29 - 11/16/2018
- Save Slots now available for games featuring Captain Permadeath for the first 12 weeks -- setup your game and save it
- Clicking on a crew type row in Spice Hall Recruit brings up more details about that job
- Story improvement - landing on the Faen world will not immediately jump the Arbiter there, story only activates if you engage the Arbiter
- Easy to use Waypoint / Navigate buttons now added to Contact / Rumors / System Atlas details
- Allowing immediately "Navigate Now" from any screen, not limited to quadrant map
- Improved tooltip over Conflicts, now includes extended set of details of rules
- Tooltips for full Conflict details also now available in Selling Intel screens
- Added new Officer Consults, improved existing consults
- Added 15 new Rumor barks from Steam community thread
- Fixed pricing issues with Arcanum Freighter and Zartar Fang faction-specific ships
- Fixed bugs with Orbital Disaster Rumor -- Engineers now available to recruit, starport completely closed
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Chespace

Стаж: 10 лет 2 месяца

Сообщений: 23


Chespace · 19-Ноя-18 16:02 (спустя 3 часа)

Про русификатор что-то известно? Игрушка классная, но слишком много текста...
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Zor1

Стаж: 14 лет 7 месяцев

Сообщений: 390


Zor1 · 19-Ноя-18 16:49 (спустя 47 мин.)

Я там по сайд квесту так и не нашел где в торговых зонах купить пшеницу wheet или что-то там 10 штук надо было купить, первая инди игра с кик стартера которая так запутывает. С навигацией тоже все глухо. Первый квест мэйн как будто обречен сфэйлится. В общем это для бэйкеров делалось, но не для широкой аудитории.
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Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 02-Дек-18 13:20 (спустя 12 дней)

Обновлён до версии 2.4.35.
https://steamcommunity.com/games/335620/announcements/detail/1703946667365170215
Update #118: Rich in Conflict
30 ноября - Trese Brothers
Update #118 circles back to the orbital ops -- Spying and Blockading specifically -- to rebalance some of the base cards as well as add 3 new cards related to Conflicts. We've also made some player suggested changes to recruit UI, made the final planned tweak to Skip Off the Void and added a customizable keybinding for repeat last firing orders. Not to mention a few bug fixes, some minor UI tweaks -- its a good one and starts a new push to further deepen the interaction between orbital ops and Conflicts.
New Cards: Conflicts and Riches
With Update #118, we've improved the opportunities to directly make money Blockading and Spying, especially when there are linked Conflicts. First, we've increased the amount of credits you can earn with the "Extort Bribes" card while Blockading and the "Credit Score" and "Credit Skim" cards while Spying. These rewards have always been based on the local Economy ratings of the zones in the system, but each Economy point now grants even more potential earnings.
On top of that, there are new cards that can drive even higher profits from systems in Conflicts. If you are Blockading over a system of a faction in a Trade Ban or Trade War, the new cards "Trade Ban Coercion" and "Trade War Bribery" are added to the deck. Each gives a much larger bonus in terms of credits extorted and influences the Conflict, helping the enemy of the faction you are blockading. In the same way, "Spy War Leak" offers a $8-20K reward for spying in a faction system that is locked in a Spy War and will similarly influence the Conflict Score.
None of the new cards will make friends with the targeted faction, but you sure can wrack up the credits.
Recruit Talent Visibility
Whenever you are recruiting from the spice hall or from a Contact, you will now see a note about the number of recruiting Talents that are ready. This can increase your awareness of when you want to recruit and help you manage a larger pool of Talents as they go on cool down. It's a very convenient feature, so thanks to @OfficerGenious for suggesting it!
Again, Skip Off the Void
In a continued effort to balance Skip Off the Void, we've made a change to how it calculates damage to the Hyperwarp Drive. In the past, the damage was mitigated by the entire crew's Navigation Skill, which for many ships could be 60 to 120 points. This almost always resulted in the lowest possible damage for the Drive. The change now brings Skip into alignment with all other Talents -- Talents use the Skill of the individual and not of the entire crew. Therefore, the damage is now mitigated only by the character's Navigation Skill. To offset this change, we've reduced the damage range for the Talent from 30-70% to 30-60%. A single use won't know your drive out, but it is going to do more damage unless you have a really skilled Navigator. In final note, a Navigator can gain up to 27 Navigation from their Job in total, so you can see that you can still achieve near minimal damage even as an individual.
Ship Combat Weapons
We've fixed a long sneaky bug that sometimes kept weapons from being able to fire after they were damaged and then repaired during ship combat. We've also added a keybinding (default of R) for repeat last firing orders.
v2.4.35 - 10/2912018
- Increased credit rewards for Spy cards "Credit Score" and "Credit Skim" based on local economy rating
- Increased credit rewards for Blockade cards "Extort Bribes" based on local economy rating
- Added 3 new Conflict-based cards for Spy and Blockade -- Blockade for "Trade Ban Coercion" and "Trade War Bribery" and Spy for "Spy War Leak" to get even larger credit rewards ($8-20K) and influence the Conflict
- Spice Hall Recruit and Contact Recruit now state the number of ready Talents that will improve recruiting
- Changed "Skip Off the Void" Navigator Talent to only use the Navigation Skill of the owner character, not entire crew to mitigate damage
- Repeat Last Firing orders can now be bound to custom key in options, default is 'R'
- Fixed rare issue with mid-combat Repair Talents not bringing weapons or components fully back on line
- Fixed crashes in ship combat with repair talents and repeat firing weapons
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 08-Сен-19 11:03 (спустя 9 месяцев)

Обновлён до версии 2.6.9.
https://store.steampowered.com/news/?appids=335620
Update #178 follows on the coat tails of the HIGHFALL expansion with all new improvements to the enemy AI ship selection logic as well as a wave of new ships showing up in the hands of enemy captains. We've also fixed a pile of issues with Buried Demons and the HIGHFALL story Eras, some typos and label mismatches and rebalanced a few ship components.
Enemy Ship Selection
We've focused on this major change for this update, as we have completely rebuilt and rebalanced the enemy AI's ship selection logic. The first and foremost benefit of this is that enemy captains have far more variety available to them in their ship selection. This has not only increased the variety you'll see in lower levels, but granted higher level captains access to more powerful ships later in the game. Finally, this will further improve the appearance of faction specific ships, making it all the more likely that an enemy captain will be flying one of these rare hulls.
As with many of the big improvements we've been making to the AI stack, this has its roots in adding carriers to the enemy's arsenal. Another big notch ticked for that project!
HIGHFALL Story Eras
A big thanks to everyone reporting any inconsistencies or bugs with the Buried Demons story and the resulting story Eras that can come out of it. We've been receiving saved games and details from players and have swept the board pretty clean of remaining issues with #178. In this patch, we've cleaned up the last vestiges of some of the major characters (won't name them for spoilers, but you know...) having the opposite reaction to your actions than expected.
v2.6.9 - 9/7/2019
- Rebuilt and rebalanced enemy AI ship selection -- captain types have more variety in their ship selection
- Enemy captains gain more access to different and more dangerous hull types as they progress in level
- Enemy captains are more likely to use their faction's unique ships, especially military type captains
- Resolved issues with main characters in Buried Demons having wrong reactions after the Era start
- Fixed label for mass reduction components in ship display and starport
- Fixed ECCM Screen Matrix 3 and 4 Ship Ops level
- Fixed reported crashes and typos -- thanks!
Поделиться:
3 сен
Update #177: Salvage Hunt
Star Traders: Frontiers - Trese Brothers
Update #177 follows up on a big week after the release of the Dissension/Consolidation Era with HIGHFALL major milestone. We're working to get back to regular order and quick cycle updates, but still have some patching and clean up to do. Tonight's patch focuses on major improvements to the starport upgrade rules, filters and sorting as well as some important story patches.
Salvage Bay Rules
Every Star Trader's vessel requires a cargo hold -- at least one, of any size. With Update #177 we've made a rule change that now allows the large Salvage Bay components to count as a cargo hold. These Salvage Bays provide cargo storage and also important bonuses for anyone playing the Salvage orbital op. We've removed the restriction that prevented these cargo-providing components from counting for the rule and have opened up some new and exciting angles for ship design!
Starport Filters and Sort
The list of specific improvements to filter and sort is pretty long and can be probably summed up in "more filter categories, better filter specifics and better sorting." Overall, its cleaner and easier to use and find what you are seeking, but just try it out and see what you think.
In specifics -- since Salvage Bays are now counting as cargo bays, they appear in both the standard "Ops" filter as well as the "Cargo" filter. We've added both "Offensive" and "Defensive" filters and reclassified the components which fit into these to be clean and clear. This has also meant a lot of shifts about what is in the "Ship" filter, but again its clearer and simpler.
We broke a new filter category "Medical" out from the Crew filter entirely, except if the medical component provides an Officer Cabin it still appears under "Crew". Similarly, we broke out "Mission" from Cargo entirely, splitting off Passenger and Prisoner components. Finally, for filter, the "Small Craft" filter now includes Launch Bays *and* Hangars which it was missing before.
Potentially even more importantly, we rebuilt the default sort in starport upgrade screen to group components together (all Nav Assist Modules together by default) which is a huge boon in finding things faster.
Buried Demons and new Era
We've patched all the reported story issues -- thanks to everyone for sharing these and especially for sending in saved games. A few crashes were fixed, including those at the end of the "False Trail" mission. We've also fixed an issue where Trike would appear unexpected even though you had made choices that mean he shouldn't be there. A few more bugs were fixed and we'll keep hammering away at any and all situational mistakes we've made until everything is 100% smoothed out.
Thanks for playing and if you're enjoying the game please leave a review!
v2.6.7 - 9/2/2019
- Salvage Bay components now classify as Cargo Hold to fulfill the requirement of always having a cargo hold
- Improved, re-categorized and added more starport component filters to make finding upgrades easier
- Salvage Bay components now appear in both "Cargo" and "Ops" filters in starport upgrade
- Added "Offensive" and "Defensive" filters to starport upgrade and reclassified components into "Ship" to simplify search for components
- Added "Medical" filter to starport upgrade for all medical bay and hospital components (separated from Crew)
- Added "Mission" filter to starport upgrade for specific Passenger and Prisoner component types (separated from Cargo)
- "Small Craft" filter in starport upgrade finds both Launch Bays and Hangars -- easier to equip your carrier
- Improved default sort in starport upgrade screen to group components together (all Nav Assist Modules together by default)
- Fixed crash at the end of Arbiter's "False Trail" Mission
- Fixed issue with decision in Trike mission not being correctly remembered later
- Fixed issue with Rep damage not actually processing at the end of one of Buried Demon's choices
- Fixed reported crashes and typos -- thanks!
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27 авг
Daily Deal - Star Traders: Frontiers, 33% Off
Star Traders: Frontiers - Valve
Today's Deal: Save 33% on Star Traders: Frontiers!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday 9/2 at 10AM Pacific Time
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27 авг
Update #175: Major Milestone "HIGHFALL"
Star Traders: Frontiers - Trese Brothers
The HIGHFALL major milestone unleashes a massive new story addition with 2 new story Eras as well as a new highly defensive fighting job, the dual wielding Bodyguard. This major new story expansion includes a major arc that moves forward the political story of the galaxy, brings new powerful characters to the fore and threatens to upend some of the order you may have helped establish. Please be careful with spoilers within the community, there is some *major* stuff in here!
On top of this major milestone, now is the time to join in and save 33%. If you're enjoying the game and continuous stream of major new updates without any DLCs, please take a moment to leave a review or tell a friend. If you're new to the frontiers, post your comments, feedback and suggestions to the discussion board or join us on our Discord where there is a great community to help!
Cracking Open v2.6.x
With this update we've smashed open the new group of the development roadmap. The first item in v2.6.x has fallen with the release of these two dueling eras and the new combat job.
To see more detail about what is coming next, check out our development roadmap which details the next major features and content expansions as well as our on-going content expansion initiatives.
Two New Story Eras
This update releases a major wave of story content, major branch points for the galactic story, new characters to meet, new rewards to chase and new challenges to face. This includes 2 new Eras -- Dissension and Consolidation -- which are mutually exclusive in the storyline. Your choices might help drive the galaxy one way or the other. And with each comes a heap of new content and additions to explore -- all new rules for the simulation including 2 new unique Rumors, 4 Era-specific rules for what types of cargo enemy ships are carrying, 6 new Contact creation rules to set the tone of the Era as well as a specialized Conflict setup rules and more. You might see some ship you've never seen before due to these Eras and will definitely meet some all new characters.
Keep an eye out for the "Buried Demons" storyline introduced by Silvaine von Sha to get a start on it. These Eras will only get started if you've already reached the 3rd Century Era, but will appear in any game no matter how far along you are.
In the dept of "even more new stuff" these Eras can also release up to 3 new specialist ship components as story rewards as well as an entirely new tier of ship weaponry!
Bodyguard Joins the Ranks
The Bodyguard Job is now available as the 34th Job of the frontiers. This defensive-focused fighter dual wields pistols and blades while mixing high power defensive buffs with well-aimed disabling hits. Protecting a target is a mix of keeping the enemy off balance and blocking incoming hits. The Bodyguard boasts a truly new Talent type -- Honor Guard which grants an 75% Auto-Block chance to a friendly crew member who is behind the Bodyguard. Each hit that is blocked has a 50% chance of ending the buff, but its a great way for a front-line bodyguard to protect the back-line.
The Bodyguard is also unique in having 4 Skills which stretches his or her Skill set pretty wide -- Pistols, Blades, Evasion and Tactics. Without a doubt, the best Bodyguards will be Officers with complementary Jobs. The Job combinations are staggering and extremely fun to play with -- from the Assassin, Military Officer, Bodyguard to the Spy Bodyguard, Swordsman -- there are too many too count and we're excited to see what you captains cook up!
Bodyguards can also provide life saving Talents to protect other crew and officers and special mission bonus payments for passenger and prisoner missions.
Bodyguards can be recruited from High Princes, Judicial Counsels and Courtesan Contacts.
v2.6.1 8/26/2019
- Added new pistol-blade wielding "Bodyguard" Job, unique defensive fighter and team defender!
- Added 6th Story Era: either the Era of Dissension or Consolidation
- Choose a side in the growing galactic tension between the UCF unionists and the faction leadership
- All new simulation rules, Rumors, Conflicts, and Contact actions/mutations during these new chapters of the United Coalition
- Added new story vignette to introduce the Era, "Buried Demons" with Thulun Intelligence Officer
- Added 3 new specialist ship components available through story choices and rewards
- Added 2 new unique crew weapon/armors available through story choices and rewards
- Added 2 Era-specific Rumors as Coalition power shifts -- "Anti-Coalition Riots" and "UDF Recruitment Drives"
- Added 4 Era-specific special cargo rules for Merchants, Smugglers and Pirates
- Added 6 Era-specific Contact creation rules to seed the Era new blood
- Added 8 new ship weapons released by the Era progressions -- gear up for advanced warfare!
- Added 3 new major story characters who can have wide impact
- Added new Era-driven ship encounter and mechanics and 2 new Era-driven cards for orbital ops games
- Added 2 special Missions available in different story paths of the Eras, including a chance at a first meeting with legend from Templar Battleforce
- Rippling story impacts can flow into other Eras like the Plague
- Recruit Bodyguards from High Prince, Judicial Counsel and Courtesan Contacts
- Improved Alta Mesa component "Battle Bridge" with Void/Res Resist and +Accuracy %
- Contact Search now picks up Trait-based services like Offer Rumor due to Techno Addict Trait
Update #176
We've now released Update #176 with some exciting new content and balance work for the Bodyguard. As we want to keep this news item top of our roll, we're just adding it to the bottom here.
v2.6.3 -
- Added 3 new Era-specific missions for Arbiter Brokstrom and other Coaolition Contacts during the Consolidation Era
- New mission types now capable of spawning beneficial Rumors and Contacts such as Starport Boom or UDF Recruitment Drive
- Fixed bugs with bounty hunters sent by Thulun being in the wrong ships / factions
- Adjusted theme of Bodyguard's "Tactical Shove" Talent to push someone back instead of forward
- Bodyguard's "Protective Instincts" on Init Talent can now be used from any slot including 4
- Fixed Bodyguard's "Low Blow" to not give buffs to the attacked enemy
- Adjusted Bodyguard's "Body Shot" to not be useable from slot 3
- Bodyguard's "Hamstring Slice" has debuff slightly reduced, now -2 Init and -10% Damage
- Fixed inconsistencies in Bodyguard's "Screening Fire" buff and upgraded to a 1.5x Initiaive cost
- Fixed extremely short cool down for Bodyguard's "One Step Ahead" Talent
- Added missing description for Bodyguard Job
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26 авг
Sunday Night Patch
Star Traders: Frontiers - Trese Brothers
We dropped a quick Sunday night patch to stabilize a few bugs that had escaped the lab due to the new Era development. In the Crowning Smuggler storyline an unexpected character might appear and spout some nonsense. Also, there was a crash in the lab near the end of Zette's storyline.
Both are fixed! Thanks to everyone for reporting.
v2.5.89
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22 авг
Update #174: Merchant's Delight
Star Traders: Frontiers - Trese Brothers
Update #174 continues to hammer on quality of life improvements while we wrap up the next story Eras back at HQ. We've expanded the search feature into Star Atlas as well as adding 4 new filters which can be combined to make finding a specific system, buyer or seller of a cargo type much easier. we've also better marked Rare Trade Goods within the galactic map, improved Contact introductions and tweaked some of the rules for the Plague Era to ensure mission prices are right as well as letting Kloxian Medical Bays get in on the fun.
If you're enjoying the pace of updates, please leave a review and tell a friend.
This should be the last update in the v2.5.x dev family. v2.6.x is NEXT
Searching the Star Atlas
Searching Contacts was a hit, so we've wasted no time moving the solution into the next most critical list in the game -- the Star Atlas. You can now search the atlas for all sorts of helpful terms such as "mining" to find all mining zones or "population" to find both pop and lux pop zones. You can search for "stash" to find where you have stashes too.
But, to the great glee of merchants and smugglers across the galaxy, the best is definitely the cargo type search. You can search "sells explosives" to find any zone that can legally sell you explosives or type "buys crystals" to find a buyer for what you've got in your hold. The search takes Trade Law and Rumors into account as well, so you can now find your next stop very quickly and with great precision!
Rare Trade Goods
To help the quadrants where Contacts can gain access to Rare Trade Goods be more evident, we've bubbled them up to the galactic map. Alongside Rumors, Mission and Contacts you can now see a map mark for the availability of Rare Trade Goods, and hover to see exactly which one is available where. Of course, you still need to find a Contact with the Influence, Rep and service to sell you such valuable goods, but the hunt is far simpler now!
Other Improvements
We've made two tweaks to the Plague Era -- first counting Kloxian Medical Bays as a type of medical supplies for different Rumors within the Era. Second, due to some calculation issues, some story Contacts in the Era were offering terribly priced missions -- now resolved!
If you're looking to get an Introduction from a Contact, you'll find that they are a little more upfront about the destination of the second Contact, not only listing the jump count but the quadrant and system name as well.
v2.5.85 - 8/21/2019
- Added search feature for Star Atlas -- search "mining" to find Mining Zones, "sells explosives" or "buys explosives" to find zones that trade explosives, plus combine with filter and sort
- Added 4 new filters to Star Atlas to quickly seek zones that have Repair, Upgrade, Doctor or Spice services
- Quadrants with Rare Trade Goods available now clearly marked on galactic map and in quadrant hovers
- Selling Kloxian Medical Bays to infected zones can now help break Infected Rumors
- Contact Introductions now list the name of the Contact's system and quadrant
- Improved mission offers to recognize round-trip missions that are only in the local quad
- Improved pricing on some of the cargo delivery missions during Plague Era and increased their ability to scale to your cargo/permit level
- Fixed issue with Ship Fuel displays in New Template
- Fixed bugs that allowed certain ships to move without using fuel
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18 авг
Quick Patch Round
Star Traders: Frontiers - Trese Brothers
For Saturday afternoon fun, we've released a quick patch to help fix some issues and improve some of the new features from yesterday.
This patch fixes some of the start ship prices -- some of the accidentally shifted in Update #173 and bumped ships into different categories. The Longbolt is now back in category D.
We've also fixed a bug that was causing some cut-scenes to resist clicking to advance. They were basically unplayable and you had to skip them. Sorry - now fixed!
Finally, we've made the first round of improvements to the Contact Search feature. We've changed the searchable text to more closely align with the visible text -- searching "Spy Recruits" will now get matches as that is what you can see on the screen. We've also changed a few game terms to separate keywords -- Spy Missions are now Espionage Missions, Diplomat Missions are now Diplomatic Missions and finally Doctor Missions are now Medical Missions. This should help prevent some keywords from crossing and getting false positive results.
We're hard at work on getting the Star Atlas search perfected, so stay tuned for exciting updates to come!
v2.5.83 - 8/17/2019
- Fixed pricing on some starting ships that had moved categories (Longbolt is now back in D)
- Fixed bug preventing clicking from advancing cut-scenes like those at the start of the game
- Renamed some mission giver categories to make search easier ("Spy Missions" is now "Espionage Missions", "Dipomat" is "Diplomatic" and "Doctor" is "Medical")
- Improved searchable text to match visible text fixing some mismatches (searching "Spy Recruits" now correctly gets hits)
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16 авг
Update #173: Needle in a Haystack
Star Traders: Frontiers - Trese Brothers
Update #173 lifts of the starport tarmac with a roar bringing a long awaits UI improvement to the Contacts list, 4 new ship components, better rules for high Rep protecting against Rank/Permit/Edict loss and more. A huge thanks as always to all the players posting feedback, suggestions and bugs who help us drive continued improvements to the game!
We're in the final ramp up to the next major move on the Development Roadmap. A few updates from now, we'll be rolling out 2.6.1 with major new story Eras, galactic shifts and more!
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
The map seed above is st-v01-40-6-10776916 if you're interested in a a nice multi-directional sprawl.
Searching Contacts
This request has been very popular for a while and we're excited to finally deliver. You can now search your Contacts for specific terms such as "quartermaster", "generous" or "prince missions". The search is a single keyword, so "prince missions" will only find Contacts who offer that type of mission, and anyone who offers any type of Mission and all Princes. You can also search zones, systems or quadrants like "Northpines" or specific Contact types like "Gestalt".
Search can be combined with filters and sort for the best effect.
We're rolling out Contact search as a first trial of the setup to gather player feedback, see if there are any issues and test the waters. From there, we will move on to other exciting areas like the System Atlas.
Anti-Craft Components
As we continue to fight the good fight to get enemy carriers to be ready, we've introduced a new set of Small slot anti-craft components. These components also have general bonuses that might make them appealing to wider ship design. The Railtak Guidance Matrices components add standard Accuracy bonus as well as an improved chance to hit enemy craft. The C-Tak Interceptor Systems increase a capital ship's chance to avoid craft attacks, increase Initiative and also provide Void Resistance.
While you may not be running to your nearest starport to install these just yet, the enemy AI ship builder is interested in using them and since you can capture enemy ships ... anyway -- they are nice!
High Rep Protection
With Update #173, we've rolled out an improved set of contextual rules for the loss of high grades of Ranks, Permits and Edicts. As you cross the 100 positive Reputation mark, these faction perks becomes more difficult to lose. Each category has its negative Reputation threshold loosened a little bit at the 100 Rep mark. For Military Ranks, it goes from -2 to -4 Rep to lose a Rank. For Permits, it drops from -3 to -4 and for Edicts -4 to -5.
Weapon Locker Prices
This deserves to be a full heading. The princes of Weapon Lockers have been increased. You can now get an A4 for what you used to be able to get an A5. The middle tiers are also more expensive in a better curve. The enemy's access to Weapon Lockers has been adjusted accordingly to match.
Component Improvements
Both Launch Bays and Hangars have gained Skill Pools to help them integrate into ship builds more directly.
We've also simplified some of the requirements for ship components, removing some of the lower Economy requirements, cleaning up Starport requirements and fixing a few tiered sets of components that had contradictory requirements.
v2.5.81 - 8/16/2019
- Added search feature for Contact list -- search "Quartermaster" to find specific recruits, "Generous" to find certain known Traits, and combine with filter & sort
- Added 2 new "Railtak Guidance Matrix" ship components to increase chance for capital ship to hit Craft and general Accuracy %
- Added 2 new "C-Tak Interceptor System" ship components to increase capital ship evasion against Craft, Initiative and Void Res
- Above 100 Rep with a faction makes it more difficult to lose high level Rank/Permit/Edict by 1 to 2 pts (-4 for Ranks, -4 for Permits, -5 for Edict)
- Launch Bays and Hangars all gain Ship Ops and Electronics Skill Pools
- Increased prices of Weapon Lockers A2 thru A5
- Fixed a number of component sets that had inconsistencies in Starport / Military / Economy requirements
- Reduced complexity in low requirements for components (removed all Economy 2 requirements, etc)
- Added System Danger rating to Star Atlas for better seeking recruits, orbital ops, etc
- Fixed pricing and component count issues with Skylift Carrier and other ships
- Fixed bug with De Valtos Grand Lux Suites not always providing 22% bonus
- Fixed some keyboard issues in the HUD and subwindows
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10 авг
Update #172: Secure the Cargo!
Star Traders: Frontiers - Trese Brothers
Update #172 comes roaring out of atmo and into full orbit with a new ship and big community requested improvements to the Talent Manifest. A big thanks to everyone who is posting feedback, suggestions and bugs. This update includes a bundle of changes requested by different players all using the Talent Manifest -- straight from the community boards to you!
We're hammering through preparation to crack open the next phase of the development roadmap, the v2.6.x family. Another big Era is coming, and this update includes a lot of internal prep for the next Era, which we're on the brink of releasing.
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
Now, on to the exciting new stuff!
Skylift Carrier
The Thulun starports have produced a new heavily armored freighter that uses fighters primarily for defense -- the Skylift Carrier. It is well equipped to protect crew and cargo and its design prefers armor and speed over shielding and agility. It features an oversized Warhammer Void Engine more commonly used in battleships. The Skylift is a secure cargo hauler's dream ship. It's a beast of a carrier boasting 12 small, 10 medium and 6 large slots.
Oh, it also has a passenger cabin
Talent Manifest
First, we've enabled collapsible sections throughout the Talent Manifest which was needed as we've loaded 5 more major groups into it. You can now quickly browse the major sections, and view the groups you want.
There are even more sections coming, but with this update we've added a new "After Landing" section that covers Talents like Listening Post and Generous in Service. We've also added an entire group for "Contacts" which includes Talents that reveal traits, discount services, ranks, introductions and the rest. To test the groupings, we've added a section to cover the 3 core types of Orbital Ops -- Blockading, Patrolling and Spying. If these are found helpful by the community, we'll add Salvage, Black Market and Exploring as well to round out the set.
So far, we're still keeping Crew and Ship Combat Talents out of it. Those will need to be visible in their own blocks and also visible in the Ship Encounter screen, so they are coming soon as well.
Xeno Scores
We've also fixed an issue that was causing xeno battles encountered through Missions to be incorrectly underscored for Unlocks, Awards and for your Captain's Score. This is now resolved!
v2.5.79 - 8/10/2019
- Added SkyLift Carrier new massive carrier at 8000M class, 5 Craft and 7 Officer
- Unlock Skylift Carrier with the "Adventurer" Award
- Talent Manifest sections can now be toggled open/close to enable longer list of talent groups
- Added new section to Talent Manifest for all "Contacts" Talents including discounts to rank, edict, permits, introductions and Trait reveals
- Added new section to Talent Manifest for all "After Landing" Talents including Generous in Service, Listening Post, etc
- Added new section to Talent Manifest for 3 orbital ops -- Blockading, Patrolling, Spying -- with all active and passive Talent types
- Separated "Makeshift Repairs" (wilderness landing repairs) and "Port Maintenance" (urban landing repairs) in Talent Manifest
- Aded Electronics Tech "Alert Scanner" Talent to the "Travel and Hyperwarp" group in Talent Manifest
- Fixed miscounted Talents in the Black Market trades over $5,000 category in Talent Manifest
- Fixed scoring issue with xeno missions not properly counting xeno battles
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3 авг
Update #171: Hidden Agendas
Star Traders: Frontiers - Trese Brothers
Update #171 rolls out with some exciting new changes to how Contact Traits can affect Missions, a second round of QoL improvements to Mission offers, sharpening the teeth of all crew and ship danger cards in operations, better weighting for xeno-related missions and more!
If you're enjoying the pace of updates, please tell a friend and leave a review!
Hidden Agenda Missions
Contact Traits have gained some new teeth with Update #171. Unknown Traits can now keep some of a Contact's true agendas hidden until they are known. The first type of Trait-Mission relationship like this is in the Cult Leader Trait, the Xeno Obsessed Trait and the Collector Trait.
Much like recruit bonuses from Traits which only function when the Trait is known, these Traits now add special types of Missions once they are known. Once your Contact has let you in on the secret that he or she is dabbling in a cult, they're willing to start asking you to help them with that secretive side of their life. In this case, a new Mission is available that will ask you to gather Terrox Artifacts through xeno ship combat, exploring, salvaging or however and stash them on a wilderness world for the Contact's agents.
This new branch of the Contact Trait hidden impacts has a lot of potential and we can't wait to see more Trait-Mission combos added over the coming updates!
Finally in other xeno-related news, we've also adjusted the weighting on the Xeno Hunter mission giver to make it more likely that the focus will be on missions to hunt down and destroy xeno.
Operational Dangers!
Across the board, the cards that warn of ship or crew danger have gained in power in both Orbital Ops and Exploration. These cards can be at times easy to avoid if you have enough of the right Skill saving Talents on hand. But now, they have some more serious teeth and if you fail to save them you're going to feel it. A few fails in these common cards can send a crew back to a landing zone for some R&R. These changes help shift more value into the ship components that can pull the teeth out of these cards by mitigating crew and ship damage in ops.
Improved Mission Offers
Based on feedback from players (thanks @gravling) we've doubled down on the improvements to the mission offering screen. It now shows the total jumps and offered price of the mission, as well as the distance of the first jump. If the mission is one-way, meaning that all of the jumps lead to a single destination and there is no return trip, this is also noted in the mission offer. These extra details in the summary will help players stay out of the extended mission description. We'll keep grinding on improving this section as we go!
Trade Alliances and Permits
We've updated the rules for Trade Permits in Trade Alliances and fixed a long time bug. The bug was allowing honoring of permits up to grade 4 when the rules stated only grade 2. We've met in the middle here, allowing Trader Permits to honor up to grade 3 and fixed an issue with the logic on grade 1 permits always being counted as 2.
Missions and Stories
We've made some important tweaks with Update #171 to specific missions and stories. We've fixed a faction mismatch in the "Smuggler Snatch" Mission. We've also doubled the timeline for the "Call of the Strong" Mission, basically making Commander Axeil far more patient.
And of course, a lot more. Check out the full release notes below!
v2.5.77 - 8/3/2019
- New Contact Trait specific Mission Types - Stash Xeno Artifacts
- Contacts with "Cult Leader", "Xeno Obsessed" and "Collector" Traits may ask you to find xeno artifacts for them, if you know the Trait
- Introduces new "hidden agenda" missions pattern based on Trait knowledge
- Improved mission offer display to show both total mission jumps and price as well as distance to first step
- Mission offer summary now calls out missions that are one-way -- you jump out to the destination but are not paid to return
- Improved power of Trade Alliances and Trade Permits -- factions will now honor up to grade 3 Permits
- Doubled storyline timeline for "Call of the Strong" storyline
- Improved faction targeting and description of "Smuggler Snatch" mission type
- Adjusted penalty to selling price on indie worlds to be -10%
- Improved the weighting of Xeno Hunter mission types to focus more on xeno
- Increased danger from Crew / Ship Danger rolls in Orbit and Exploration
- Fixed bug with "Bandit" Trait allowing more than 3 character Traits to jack the bonus above 30%
- Fixed some Salvage cards that were not reporting loss of Rank/Permit/Edict due to Rep loss
- Clarified time required to remove Trait through Contact Trait Reconditioning Service
- Fixed bug where a anti-xeno Mission might be shown as assigned against another faction
- Fixed Rare Trade Good counter in character template creation when selecting contacts
- Fixed Crew Combat log bug that caused initial target's defensive stats to be printed for every target in AOE attacks
- Fixed display bug showing negative ship component damage under some circumstances
[Профиль]  [ЛС] 

Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 09-Сен-19 17:19 (спустя 1 день 6 часов)

Обновлён до версии 2.6.11.
[Профиль]  [ЛС] 

Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 08-Ноя-19 20:42 (спустя 1 месяц 29 дней)

Обновлён до версии 2.6.31.
[Профиль]  [ЛС] 

wingbrother

Стаж: 14 лет 11 месяцев

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wingbrother · 16-Ноя-19 17:51 (спустя 7 дней)

Довольно добротная РПГ в том же сеттинге что и Templar Battleforce. Основной сюжет необязателен для прохождения. Такая своеобрзаная песочница напоминающая Elite.
[Профиль]  [ЛС] 

Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 16-Ноя-19 18:14 (спустя 23 мин.)

Обновлён до версии 3.0.11.
[Профиль]  [ЛС] 

Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 29-Ноя-19 06:47 (спустя 12 дней)

Обновлён до версии 3.0.17.
[Профиль]  [ЛС] 

Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 23-Янв-20 09:02 (спустя 1 месяц 24 дня)

Обновлён до версии 3.0.31.
https://steamcommunity.com/games/335620/announcements/detail/1696103419677565341
- Added 3 new Interdictor craft (Cadar, Thulun, Alta Mesa) designed specifically as defensive and for dogfighting
- Added 3 new craft design visuals for new interdictor models
- Split out Interdictor's chance % to hit craft from ships, increases dogfighting accuracy by about 20% across the board
- Chance to hit enemy craft during dogfighting now based on craft Gunnery over Electronics, increases dogfighting accuracy
- Missions for ship combat now offer Navigator "Flash Charge" as an option to start the battle
- Improved Frontier Liner starting configuration to be more Exploring focused, added Harvester Bay (m) and EVA Airlock and Matchweave Suits (s)
- Fixed issues in Orbital Ops that could result in occasional Conflict/Faction mismatch
- Trait cards in Salvage improved and bugs with not applying Traits fixed
- Fixed some display issues on Game Over screen
https://steamcommunity.com/games/335620/announcements/detail/4066122160024392959
v3.0.29 - 1/16/2019
- Interdictors on defensive flight plans will now intercept and attack enemy craft that close on their capital ship
- Interdictors can dogfight an enemy craft and shoot down an enemy torpedo or missile
- All quadrant names now visible on galactic map
- Improved Risk and Reward factors weights for Orbital Salvage including all zone stats, Rumors and other influences
- Increased Impact of Electronics and Tactics Skills during Salvage mini-game card selection
- Increased Impact of Repair and Explorer Skills during Salvage mini-game card selection
- Removed 5 negative or neutral cards from Salvage deck mix, increases positive card draws
- Added extra places where Jyeeta Era timeline can be extended by helping the HQ commanders
- Increased length of ship combat logs to 60 lines
- Fixed incorrect amount of discount shown during purchasing a new ship for "Hard Bargain" Talent
https://steamcommunity.com/games/335620/announcements/detail/1698353956262124975
v3.0.27 - 1/9/2020
- Added "Show All Talents" toggle to training screen, defaults to showing all Talents even if you can't train them yet
- Added 12 new weapons to Salvage mini-game cards
- Down balanced AI crew/ship build intelligence on lower difficulties
- Captains can no longer develop the Klepto Trait under any mutation
- Improved log message when selling Rare Trade Goods
- Corrected some incorrect Trait names shown during Exploration mini-game results
- Fixed some missing action types listed under Talents (conscript, refuel, etc)
- Fixed crash in neutral arc of the Dissension Era when helping Estelle
- Fixed bug showing Trade Ban warning in Black Market while choosing to "Sell All" -- Black Market is not affected by any Conflicts
- Fixed mistaken Talent description of "Counterfeit Identity" Talent
https://steamcommunity.com/games/335620/announcements/detail/1698352047870598370
v3.0.25 - 1/3/2020
- Added 3 refuel discount Talents -- Merchant rank 1, Scavenger rank 1, Smuggler rank 8
- Added new Spy Talent "Covert Signals" reduces hostility with other Spies
- Adjusted rules for Smuggler Talent "Forged Permit" by allowing it to reduce hostility for Spies (along with Zealot, Military Officers)
- Improved combat/mission tab handling, ESC/back button returns to main list instead of closing
- Fixed issue with ship offensive components not showing their Gunnery bonuses (Targeting and Interlocking Sensor Matrix, etc)
- Fixed bug with some gear with Attribute bonuses causing itinerant +/- to the Attributes
- Fixed issue with Exo-Scout recruiting 1 level lower than expected at Spice Hall
- Fixed incorrect description for "Hard Bargain" Talent when purchasing a new ship - max discount is 10%
- Corrected component upgrade warning in starport for prisoner cells
https://steamcommunity.com/games/335620/announcements/detail/1698352047851455832
v3.0.23 - 12/29/2019
- Buffs and On Init Talents that require specific weapons equipped now state that clearly in their description
- Fixed mission distance calculation in 2+ step missions that all stay within the same quadrant
- Fixed Jyeeta debuffing attack Talents Whiplash and Dripping Tailspike that both caused +25% Accuracy to their targets!
- Fixed bug allowing autocannons to retarget to enemy craft near their ship
- Clarified Talent description of Port Maintenance and Makeshift Repairs
- Improved message when claiming all from stash if there was not space for all cargo
- Fixed odd order of dialog choices with commander in Brood Era
https://steamcommunity.com/games/335620/announcements/detail/3149636493200794632
v3.0.21 - 12/13/2019
- Added "Loot All" option to ship combat victory -- one click to take all of your enemy's cargo sorted by value
- Attribute bonuses for high level recruits continue to increase at levels past 12 (additional bonuses at 2, 5, 8, 12, 18, 22, 26)
- Improved rules for targeting enemy craft -- if a craft is shot down or knocked down by a Talent, weapons will correctly retarget any other available craft
- Improved high level enemy ship officer cross Job intelligence -- beware more difficult end-game ship combats!
- Fixed bug with xeno-specific Talents when xeno enemy boards your ship not working
- Fixed bug with high level Scitterings sometimes having 0 Skills
- Improved some mission descriptions to include the target system name in the action summary for easier comparison
- Fixed a bug allowing some ship combat Talents to purge debuffs incorrectly
- Fixed name mismatches in ship component hovers during combat
https://steamcommunity.com/games/335620/announcements/detail/1712987479546062793
v3.0.19 - 12/4/2019
- Rebalanced Recruit Levels, base recruiting level increases with each major Era
- Maximum Contact Recruit level is now 28 (with Rep, Eras, Traits, Rank, Permit, Edict, Rumors)
- Clarified Navigator "Skip Off the Void" fuel requirement in talent description
- Rebalanced Terrox Horrorcaster Weapon Damage
- Rebalanced Jyeeta and Terrox ship distribution
- Fixed demand and pricing for artifacts collected during the Brood Era
- Fixed issue with "Hulking Carrier" mission allowing you to skip to the end
- Fixed hanging story objectives when Brood Era ends
- Fixed inconsistency in Agility Engine stat tooltip
- Fixed mission typos or missing values in descriptions
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 26-Янв-20 23:46 (спустя 3 дня)

Обновлён до версии 3.0.35.
https://steamcommunity.com/games/335620/announcements/detail/1696103419689312501
- Fixed crash with ship encounter Talents like Blackheart Fraud
- Fixed crash when using new craft on attack flight plans
- Fixed crash when interdictor attacked enemy craft
- Fixed crash whenever launching Feralight M8 craft
- Fixed crazy numbers show in results of "Covert Signals" Spy Talent
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Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 03-Мар-20 18:29 (спустя 1 месяц 7 дней)

Обновлён до версии 3.0.45.
https://steamcommunity.com/games/335620/announcements/detail/1705113791242892297
Update #202
Blade Dancer
Born from a time long before the Guild the Exodus, the ancient art of Blade Dancing has been a long-loved tradition of the carnival-like spice hall for hundreds of generations. Blade Dancers combine ritualized dance, acrobatics and dueling. Eccentric performers known for their spice hall antics, they can also take their aggressive blade style to battle. While the most famous Blade Dancing styles and rituals are associated with Steel Song, it is an art with practitioners from every faction.
The Blade Dancer Job focuses on Blades, Negotiate and Tactics as their Skill trio and brings a wide variety of exciting Talents to the table. The bring unique Talents to the spice hall, causing the round of spice on which their Talents are fired to be free ($0) in return for their performance while either boosting crew Morale further of gaining new Contact introductions. Blade Dancers have a unique ability to also have a chance to learn of a new Contact whenever completing an orbital mission, as rumors of their presence aboard your ship go before you. In addition, they also bring a unique rank 11 ability to the Black Market access -- their longstanding tradition and place on the edge of society allows them to diffuse situations with security and avoid cargo confiscation and reputation penalties. Long has the tradition been that a Smugglers keep Blade Dancers among their crew!
In crew combat, Blade Dancers are offensively focused to a fault. Theirs is not a profession and performance that leads to practical defensive fighting but instead acrobatic movements and sweeping flourishes of the blade. They can be deadly but without additional training they may be a risk to inject into a high level combat. Therefore, Blade Dancers do best as an officer on your crew, crossed with other combat jobs to give them flexibility (Pistoleer) or improved defenses (Swordsman) or stealth before they come flying out (Assassin) in a Squall of Blades!
You can immediately train any officer to the Blade Dancer Job or look to hire Blade Dancers from either the Spice Hall or Contacts. During Spice Festival Rumors, Blade Dancers are always available. You can also hire them from Courtesan and Troubadour Contacts. When recruiting a new Blade Dancer, keep in ind the affinity of the Steel Song Clan with the performance practice -- any Blade Dancer coming from the Steel Song Clan gets an additional Attribute bonus.
New Contact Traits
Update #202 also roles out 2 new Contact Traits that add additional recruiting capabilities. Those Contacts with "Security Minded" Trait are focused on their own protection and will pay more for missions, recruit higher level characters and offer Bodyguard as a Trait-driven recruit. Those Contacts with "Lux Living" love the finer things in life and spend heavily to enjoy such delights. To cover their cost, they increase the cost of all of their services, but also recruit higher level characters and offer Blade Dancers as their Trait-driven recruit. We're always working to create new and interesting Contact Traits to further push the already huge variety of combinable Traits and options.
Flak Attack and Artifacts
With Update #202, we've also improved the Gunner "Flak Attack" Talent to last an additional turn, preventing enemy ships from launching fighters for 2 turns instead of 1. We've also resolved a bug where Jyeeta Artifacts were marked as being produced by Indies sometimes. Now wouldn't that bring up some tough questions?
v3.0.45 - 2/25/2020
- New Job Blade Dancer excels Contact manipulation, spice hall activity and at deadly crew combat
- Blade Dancers recruited from Steel Song spice hall or Contacts will have best Attributes
- 15 new Talents for Blade Dancer including multiple unique Talent types, uses and combat combos
- Contact types Courtesan and Troubadour both offer Blade Dancer as recruits
- During Spice Festival Rumors, Blade Dancers can be recruited in the Spice Hall
- New Contact Trait "Security Minded" pays better for Missions, promotes Rank cheaper, all recruits +1 level, hires Bodyguards
- New Contact Trait "Lux Living" increases all service cost by 15%, all recruits +1 level, hires Blade Dancers
- Gunner's "Flak Attack" Talent gains +1 turn duration to prevent enemy craft launches for 2 turns
- Fixed faction ownership of Jyeeta Artifact cargo found on human ships (now Jyeeta faction!)

https://steamcommunity.com/games/335620/announcements/detail/3965919631376927142
Update #201: Spiced Navigator
We wouldn't want to sit on Update #200 too long -- you might get the idea we aren't updating constantly around here! So, we're rolling out Update #201 with some enhancements to the new recruit review feature and a major improvement to the quadrant map screen to help navigation. We also fixed a crash with the new grade 7 craft that needed to be put to rest.
System Names!
Following the addition of quadrant names to the galactic map, its become clear that it would be a huge benefit to have them visible on the main quadrant map as well. We've had to do some reorganization of the scene to improve the performance (lots of calculations and auto-saves going on while flying) to ensure this will work seamlessly and smoothly.
But -- we're happy to have hit the mark and now we can release system names fully displayed on the map. Even in a few hours of play, I've found that my knowledge of different quadrants is so much better and places feel so much more familiar as I travel the void.
Recruit Health and Morale
The recruit review option has been a big hit and we've updated it today with the most consistent piece of feedback we've heard so far -- which is the need to have visibility into max hit points and morale. Of course, you could guess at this but what fun is guessing when the numbers can just be onscreen?
We've also fixed some of the overlap issues that could happen on high UI scale or lower resolution monitors.
We have also fixed a crash that was causing grade 7 bombers to fail in bombing and grade 7 shuttles to fail in boarding.
v3.0.43 - 2/18/2020
- Quadrant map now features system names directly displayed over system, hidden while moving
- Added max Health and max Morale to Recruit review offer
- Added banner to Star Traders: Frontiers main menu to share Cyber Knights: Flashpoint Kickstarter
- Fixed bombing and boarding crash with new grade 7 craft

https://steamcommunity.com/games/335620/announcements/detail/3965919631366666565
Update #200: Recruiter's Keen Eye
Update #200 deserves to have some BOOM. So it took a few extra days, but we made sure it packs a huge punch with a new story event, 3 new grade 7 craft, a new ship and a major new recruiting feature! For big #200, we made sure there was some boom, bam and a lot of extra content for our captains to enjoy.
Recruiting Review
For those captains who want to recruit carefully and focus on finding only the best, we've added a new key recruiting feature that will help speed up play, reduce clicks and make recruiting more fun. There is a new option checkbox in every screen where you can recruit -- Spice Hall and at Contacts -- that allows you to review each recruit.
When enabled, as soon as the recruit is taken on to your ship you get a pop up dialog that shows you their Attributes, Skills, known Traits and Initiative. You can decide to keep them or dismiss them (making space for another recruit attempt) with a single click. We know for those captains looking for a fast, combat-ready swordsman this might save a lot of time and effort so we are glad to finally deliver this improvement!
While it isn't recruit pooling (looking at a pool of available recruits before recruiting them), this is about as far as we can take it in Star Traders: Frontiers based on limitations of the historical saved game format. We're excited to say that Cyber Knights is starting with pooling right out of the gate -- so thanks to everyone who gave that feedback loud and clear!
Grade 7 Craft Story Event
In Update #200, you may now encounter a new story event - the Clan Skyline Trade Accords - which join three powerful clans into a major Trade Alliance and spur on the release of grade 7 craft of all 3 types to faction Starports. The Clan Skyline Trade Accords will only come after the Zuden Techno Trade Concord which opens up grade 6 craft from some of the powerful syndicates and Thulun. I think everyone wants to know -- when will Alta Mesa make their comeback?
New Horizon Cruiser
Unlocked the "Brood Slayer" achievement on Normal difficulty, the Horizon Cruiser is a new 6000 mass ship built specifically for anti-fighter devastation. It comes off the starport lines with as a flexible cruiser with good anti-fighter capabilities and very high hull points for its mass class. It's base shielding helps protect its large crew complement and its 9 small, 9 medium and 5 large slots make it a medium-to-large focused hull. As always, the ship design is designed off of successful player configurations that captains have shared with us and suggestions coming in from captains in the void.
The AI enemy captains do not yet have access to the Horizon Cruiser but we'll be working on releasing it to them once we've seen how it is put through its paces.
v3.0.41 - 2/15/2020
- New Ship: 6000M Horizon Cruiser (Interdictor Cruiser)
- Unlock Horizon Cruiser with "Brood Slayer" -- defend the quadrants from Jyeeta to unlock this
- Added recruit review feature - new checkbox to enable reviewing each recruit as they join your crew in Spice Hall and Contact Recruiting
- Enable to be check a recruits Attributes, Skills, known Traits and Initiative while recruiting, disable to recruit quickly
- Added new story event -- Clan Skyline Trade Accord -- which creates a triple trade alliance and releases grade 7 craft
- New Interdictor: Trifex Assault Mk2 (grade 7; Javat)
- New Shuttle: Blackhall Ultra (grade 7; Moklumnue)
- New Bomber: Trident DX9 (grade 7; Zenrin)

https://steamcommunity.com/games/335620/announcements/detail/1703985989511103207
Update #199: Carriers Rising
Update #199 comes out with a new uptick in the occurences of human captains flying carriers (no change to xeno), multiple new carrier focused AI strategies for captains, and a new fast attack carrier for players and enemies both. We've also made some important rebalancing changes to the cost of high end weapons, dual-field engines and some of the high-end defensive components. The pricing bands for components of different levels is widening across the board, driving up the price of building an end-game ship for the better. Of course, the AI is using all the same prices and so gets a symmetrical change to their build choices as well.
Reach Carrier
The newest fast attack carrier -- the Reach -- has just been announced at starports across the galaxy. The Reach Carrier's combination of flexible weapons and substantial space for small craft is made possible by an advanced, light-weight Dual-Field Reactor Core. The Reach Carrier trades fuel capacity for armor and firepower. It's an exciting new option for captains trying out fast strike carriers.
Increased Enemy Carriers
It has become even more important with Update #199 to have a plan against enemy carriers. The appearance of human carriers has been increased across the board by roughly 5%, which while it may sound small is definitely felt across a captain's career. Even if the plan is "run!" you'll need a plan now more than ever.
Three new carrier-specific AI have been added for the enemy captains, improving the variety of strategies and ship builds that these types of enemies will use. The new AI as well as the existing human AI models have all gained some improvements as to how they plan and lay out their craft and pilots for the Extremis, Skylift and Strike Carrier ships.
Component Price Rebalance
Due to the small differences in cost, it has long been the most efficient move to save up a little more money to skip from the lowest level ship weapons (1 or 2) to the highest (6 or 7) without taking any intermediary upgrades. With Update #199 we're starting the process of correcting that by rebalancing the prices of rank 6, 7 and 8 weaponry to ensure their prices are in the correct line with other components at a similar tier. In all cases, this involved significant price increases. Of course, the AI have to contended with the same price increases so everyone will find it a bit more challenging to get high level weaponry.
We've also rebalanced and increased the price of all Dual-Field Void Engines which have such strong stats and additional utility for their low mass. Finally, we've ticked up the price for Defense Pattern Matrix 3 and 4 to make sure they are appropriately priced for their value within the overall set of components.
As always, we're fixing extra bugs and has resolved some issues with Awards, dry dock and more.
v3.0.39 - 2/9/2020
- New Ship: 5000M Reach Carrier (Fast Attack Carrier)
- Added 3 New Carrier Focused AI Captains
- Added new Captain's Log entry for new ship purchases
- Increased generation of human AI carriers by 5%
- Improved AI behavior on Extremis, Skylift and Strike Carrier Ships
- Rebalanced ship weapons and increased costs at Level 6, 7 and 8
- Increased prices of Dual-Field Engines
- Increased prices of Defense Pattern Matrix 3 and 4
- Fixed issues with awards "Master Smuggler" 1, 2 and 3 firing too early
- Fixes issues with upgrading Cabins and Prison Cells on Dry Docked Ships

https://steamcommunity.com/games/335620/announcements/detail/1703985368499702264
Update #198: Close Combat Carrier
Update #198 deploys with a new mid-weight strike carrier, the Extremis as well as major rebalancing to the Black Market based on your rank with your Contact. We've also been working to keep up with the active community making suggestions, requests and posting up any issues still discovered.
We've got some exciting content coming and are working on a set of new story arcs while we are doing the underlying engineer required to prepare for map seeds version 2. It's going to be a big and glorious improvement for the game, but it will take some time to incubate. Check out our dev roadmap to keep up with the next big steps.
https://steamcommunity.com/games/335620/announcements/detail/1696055855739611821
Strike Carrier Extreme
The Extremis Carrier is a close-support carrier designed for heavy combat duty. Supporting a full compliment of 7 officers by default, the ship have plenty of room for a boarding team or fighter pilots. Powered by the advance dual-field Void Engine, the Extremis Carrier is mass-efficient and have ample room for upgrades and expansions, even with the heavily compliment of railguns and missile systems. Heavy Shielding in both cabins and crew spaces increases crew survivability during ship combat, making it very effective at mid-range combat in support of a fighter wing.
The Extremis is a Range-3 build and will be in the hands of the AI soon, beware.
Ironclad Access
Those Contacts offering the Black Market can offer more powerful protection to Star Traders who work their way up the levels of the illegal service. First, the top most level "Ironclad Access" has gained some big improvement and significantly increased its impact on drawing 3 positive cards over drawing 3 negative cards into a hand. This is perhaps the largest determining factor of risk within the card draw, and consistently drawing only 2 negative makes your Talents go a lot farther, helping you avoid rounds where you simply can't knock out all of the unacceptable risks.
Contacts offering higher levels of access also just increase their impact on good card draws with Update #197.
We've also buffed the Trait Mutation paths that come out of sneaking into the Black Market, adding some exciting new options all the way up to including the chance to gain a Device Freak Trait.
Community Reports/Suggestions
We've worked through a ton of items from the community this week, such as improving the Trait mutations from Radiation Storm and Spying. Boarding Talents that cause debuffs like Bio-Agent Bomb now leave helpful result rows in the boarding screen. We've prevent Flash Charge from appearing multiple times in Mission menus and better sorted the components in the ship status view. A huge thanks to everyone posting and making suggestions!
v3.0.37 - 2/1/2020
- New Ship: 6000M Extremis Carrier (Close Combat Carrier)
- Big improvement to strength of Contact's "Ironclad Access" Black Market level on drawing 3 positive and 2 negative cards (over 2 and 3)
- Improved influence of Contact's Black Market level on good and bad card draws across the board
- Buffed Trait mutation types generated by Black Market success (including adding Device Freak)
- Rebalanced Trait mutation types generated by Radiation Storm, Spy Run
- Certain boarding Talents like Bio-Agent Bomb now have a result log shown after use when boarding
- Prevented "Flash Charge" option from appearing multiple times in Mission preambles
- Improved component sorting in ship status view
- Fixed bugs with Trait Mutation following Hyperwarp jumps
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 01-Апр-21 16:27 (спустя 1 год)

Обновлён до версии 3.1.45.
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Хрюнделёк

Стаж: 14 лет 5 месяцев

Сообщений: 8352

Хрюнделёк · 13-Авг-21 11:49 (спустя 4 месяца 11 дней)

Обновлён до версии 3.1.81, добавлен саундтрек.
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toperx

Стаж: 16 лет 10 месяцев

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toperx · 10-Июн-22 03:26 (спустя 9 месяцев)

Затягивает капец )
Играю на импоссибле, третий капитан уже, так глупо первых двух запорол ужс )
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wingbrother

Стаж: 14 лет 11 месяцев

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wingbrother · 01-Июл-22 13:19 (спустя 21 день)

Есть у когото возможность обновить?
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Хрюнделёк

Стаж: 14 лет 5 месяцев

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Хрюнделёк · 01-Июл-22 23:16 (спустя 9 часов)

wingbrother писал(а):
83318291Есть у когото возможность обновить?
Будет всё, попозже.
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