v0.6005, December 19, 2013
A new day and time for a new update. This will be the last update this year ladies and gents. Well, that is unless a quickfix or two will be required :).
As the highlight this time we chose two features. The first is the Fire at will command. This is the basic model and we're looking forward to your feedback. The second is energy redistribution accessible through the panel in the bottom left (hover over your ship schematic). This feature was almost entirely implemented after a thorough and detailed suggestion by one of the community members.
Unfortunately, I cannot find the exact post and that way the original poster, so please if you're reading this, contact us. Credit where credit is due :).
FIXED: A bug where a target ship schematic was left hanging on the context menu after a ship was captured and transferred to the garage
FIXED: Several errors in region files
FIXED: Several errors in game text files
FIXED: Several errors regarding bonus modifiers
FIXED: Fleet->Ship systems panel now works as intended
FIXED: Numerous errors in the Material Editor (for modders)
FIXED: Several errors in the boarding mechanics that could cause adverse effects
FIXED: A bug where particle and other various effects continued to show after player died and loaded a save game
FIXED: Selling your ship now correctly adds 20% of it's value to your account instead of 100%
FIXED: Several errors regarding object and target markers that were left hanging on the HUD after jumping through a TGate
FIXED: Enhancement markers for the light and heavy weapon on the back battery switched to correct positions
FIXED: Left and right heavy weapon slots on the schematics panel (bottom left part of HUD) were switched to correct positions
FIXED: Shield capacity boost no longer applies after shield status update, which caused the shield to refill up to the base capacity value instead of the modified one resulting in partially filled shields.
ADDED: Licenses are now available for purchase on stations (planets will receive them in the next update). Licenses can only be acquired when you're allied to a faction
ADDED: New holo panels to several station models. This is just the starting point of the new system and will be further upgraded to show various information dynamically.
ADDED: Credit numeric values now have delimiters , to make them more readable (community suggested)
ADDED: Energy redistribution mechanics. Energy can be easily transferred between Propulsion, Weapons and Shields via the panel in the bottom left. The panel switches with the player ship schematic. (community suggested)
ADDED: Fire at will command in its basic form uses a smart algorithm to switch between targets. This feature is a work in progress and feedback is most welcome.
ADDED: New station model
ADDED: Structures can now be guarded. Damaging them can trigger security forces to arrive in its defense.
ADDED: New planet background for planet Korkyra
ADDED: Environment detail can now be set in the Options->Video menu to improve game performance. This option impacts asteroid visibility the most.
UPDATED: Planet Iolia and planet Hogosha models
UPDATED: Several new bonus modifiers are now functional (Heavy weapon reload, Weapon battery recharge...)
UPDATED: Improved two ambients
UPDATED: AI routines
AI ships can now form fleets (basic implementation; will be further upgraded)
AI ships now use Power to Engines
Improved AI decision making on when to engage an enemy vs. when to flee
Hi everyone! We've been receiving reports of some troubling issues these last days since the last update and naturally we had to look in more detail. What we encountered wasn't nice at all so we had to act. It is possible that some save files could have gotten corrupted. So here's the deal:
1)Anyone experiencing difficulties loading their save files the last couple of days, please try loading them with the v0.6004 update. It should repair almost all of the potential problems on its own.
2)If numero 1 doesn't work, please contact Oliver directly firstname.lastname@example.org and preferrably send him your save file so we can see if we can help.
We're terribly sorry for these problems and hope it ddn't cause too much problems.
Thanks everyone for your support, suggestions and patience. We honestly and really appreciate it!
Time for a new update. The highlight is GUI enhancement in the form of the Tactical overlay. A quick note: Check the Options->Controls panel and set the wanted Tactical Overlay shortcut or you won't be able to see it! We plan to make the Tactical overlay appear automatically for a period of time when something important happens, but for now it is shortcut toggle only!
LIST OF CHANGES
FIXED: Several bugs that could cause the game to crash.
FIXED: A bug where the game would crash if player jumped through TGate while the boarding panel was opened (ship capture panel).
FIXED: Officers bonuses are now properly recalculated if an officer leaves your service or is dismissed.
FIXED: A bug where the main menu could not be used properly after having a conflict in the controls tab and pressing the Esc button.
ADDED: Tactical overlay
The tactical overlay is a convenient way to have all the important info on your ship, especially the status of your shields and weapon systems
ADDED: Shortcut to toggle the overlay - IMPORTANT: Configure the shortcut manually if needed in the Options->Controls panel
ADDED: Individual shield info
ADDED: Individual light weapon battery energy levels and heavy weapon battery reload and ammo status
ADDED: Each individual turret on the ship has it's own indicator when it can fire
ADDED: Quick target info is now linked to the Tactical overlay
ADDED: Player can now be ambushed when nearing randomly appearing derelicts. This is the first of upcoming micro-events linked to derelicts. More diverse events will be added over time, and the similar mechanics will be applied to other game objects.
ADDED: Captain->Finances tab that shows the financial balance sheet of the current month
ADDED: Officers now require their monthly salary or they leave your service. The exact required amount will be further tweaked.
ADDED: Some equipment is now operational (both actual gameplay bonus as well as activation visual effect)
Shield booster - Amplifies shield recharge rate
Damage amplifier - Increases both light and heavy weapon damage
Speed booster - Increases maximum speed
Energy defense field - Grants resistance to Energy based damage
Projectile defense field - Grants resistance to Projectile based damage
Plasma defense field - Grants resistance to Plasma based damage
EMP defense field - Grants resistance to EMP based damage
Radiation defense field - Grants resistance to Radiation based damage
Hull integrity field - Increases Soak (general resistance to any kind of damage)
Borehole torpedo - Fire a special torpedo into asteroids. The torpedo has a wide blast radius and grants increased asteroid loot yield.
Atlas defense field - this is a new piece of equipment (community suggested) that can shoot down enemy missiles and torpedoes. Eventually it will also work on enemy fighter crafts.
ADDED: Texture detail option in the Options->Video panel. Lowering this setting sets the game to use lower resolution textures (mip-map), but increase performance.
UPDATED: Assassin random encounters no longer appear until player reaches experience level 10
UPDATED: Installed Enhancements are now properly saved (both for the current ship and those in the Garage)
UPDATED: Several changes to the game text files
UPDATED: Destroying structures now yields Experience influenced by character class and experience level
UPDATED: Destroying structures now slightly reduces Reputation
The entire text written for this announcement can't fit in the text box, so I'll keep it short. The change list is below.
The announced price change is left to Steam to apply at their own convenience, but we felt it would be unfair to keep you ladies and gents waiting on the update any longer than necessary.
LIST OF CHANGES
FIXED: Several bugs on the Fleet->Equipment panel. Proper quantity is now shown.
FIXED: Energy shield indicator on the Context menu.
FIXED: A big where player couldn't initiate Power to Engines after demolishing a grappled ship
FIXED: Several scripting errors that could cause adverse effects
FIXED: Heavy weapons ammo indicator is now properly refreshed on the Drydock->Systems panel
FIXED: Troopers are now properly transferred to the new ship when transferring command to a ship from the Garage
FIXED: Brightness setting can now be properly adjusted
FIXED: Several bugs in the current trading mechanics
ADDED: Reputation panel so players can have an overview of their standing with the 50+ game factions
ADDED: Perks panel so you can spend your hard earned Perk points on the available passive bonuses. A Perk point is gained every time you gain in Rank. Retroactive perk points are awarded to those of you who have already gained Ranks.
ADDED: You can now hire up to 3 officers (Navigation, Tactical, Engineering) that provide passive bonuses for as long as they are on your ship. Officers are available on the Station->Hiring panel.
ADDED: You can now loot captured ships in space.
ADDED: A couple of new ambients.
ADDED: Quick target info - when you first target an object, a small representation of the object appears so players can almost instantly see what the target is exactly and its status (community requested)
We have some bad news ladies and gents. The big update that has been announced for today, November 19th unfortunately has to be postponed slightly. We were working throughout the day to get everything working properly, but unfortunately not enough progress was made.
The update is completed, compiled and uploaded for final testing, but an unexpected problem occurred with Steam wrapper applied to every game. Versions of the wrapper have been switched and as a result our prepared .exe file cannot be initiated. We're working with Steam guys on this issue as fast as possible, but decided to delay the update for (probably) 1 day until we resolve this issue together with Steam. Price will naturally also remain intact until the update is live. It was planned to go together and it will remain so.
Problem of this nature really isn't something we could anticipate, but we sincerely apologize for the delay nonetheless. If the update went live without the correct wrapper, the game would definitely stop working for everybody and we definitely have to avoid that ;).
„Steamers“ are on it and the announced update will go live, as we are assured, tomorrow.
We were anxious to deliver the update to you all, but I’m afraid it won’t be today. Please accept the apologies from all of us here at LGM. We thank you for your immense patience and hope to get the update to you tomorrow.
If you have been involved with the ongoing development of Starpoint Gemini 2 from the start, you will have noticed the continuous additions to the game since the EA launch, not in the least thanks to your feedback!
We expect another big update with the following highlighted enhancements on 19 November:
Added quick target info - when you first target an object, a small representation of the object appears so players can almost instantly see what the target is exactly and its status (community requested)
Added reputation panel so players can have an overview of their standing with the 50+ game factions
Added Fleet->Systems panel
Added Fleet->Officers panel so players can see their hired officers, their bonuses and salaries
Added Station->Officers panel so players can hire new officers
Added Perks panel
Added the ability to purchase new ships and store them directly from the Shipyard into the Garage
Added Bounty board to the Starchart where players can look over the different „heroes“ they can hunt down for a reward
Added pre-rendered intro movie for the campaign
Added Loot panel for captured ships
As you can notice, there are quite a few features suggested by the community. We appreciate your extensive feedback, and thank You for helping us shape this game. There is more work to be done, but with your continuos support, Starpoint Gemini 2 can in the end surpass its own original design. Just like it was meant to be when Early Access program was initiated!
This update will be paired with a price increase to $ 22,99, while we’re steadily moving closer to Beta and Final Launch of the game next year.
We will continue to offer Starpoint Gemini 1 for free so this remains a great offer; be sure to order at the current pricepoint while you can though.
v0.5018, November 5, 2013
Another update is ready to go. The main focus of this update is the Garage. As requested by you ladies and gents, the garage allows you to store up to five ships so you can freely switch between them on the smallest of whims ;).
Implementing the garage made progress in other fields a touch slower than anticipated, but we feel it was well worth it. The next update will bring quite a bit more to the table as we plan on fully activating Perks and the Reputation overview among other things.
LIST OF CHANGES
FIXED: Several scripting errors that could cause memory leaks and crashes.
FIXED: Several script function errors that prevented accessing database tables from scripts.
FIXED: A bug where an energy beam weapon effect was left "hanging" if a ship firing the weapons was destroyed.
FIXED: AI bug where a Trader ship didn't respond to attacks.
FIXED: Ship prices on station and planets are now proper values from station/planet parameters, instead of default database values.
FIXED: Objects can no longer be targeted by clicking on them through the context menu.
FIXED: A crash that occurred when scrolling to the last commodity on the list after destroying a commodity in your Cargo hold.
You can store up to 5 ships in your "garage".
The garage can be accessed on any station and you can freely switch between ships.
Currently you can only store captured ships in the garage, but the next update should make it possible to store newly purchased ships as well.
ADDED: Grappling ships is now possible. Visual effect included. Required for towing captured ships to stations/planets.
ADDED: Hiring panel on stations/planets. Here you can hire Troopers. Hiring Officers (on the same panel) is not yet possible, but it is planned for the next update.