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Starpoint Gemini 2

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Community Announcements - danijel
v0.6007, January 20, 2014
-------------------------------------
As promised, here's another quick update to address the late-encountered issues with the Tutorial screens and their listing panel. We've pushed in a few other fixes as well.


  • FIXED: Several problems with the Tutorial screens and updated the listing
  • FIXED: Several resolution-related problems
  • FIXED: A problem where Tutorials weren't saved/loaded properly
  • FIXED: Licenses now get flushed from memory when starting a new game after you've already loaded a previous save
Community Announcements - danijel
v0.6006, January 17, 2014
-------------------------------------
Here comes the first update in 2014, one of many to come. The absolute higlight of this update are Fighters. You can now finally launch them on their mission of utter destruction. Release the Kraken! ;)

We've also done some more work on the Tutorials. A new button is added on the upper-right HUD console (shaped like a question mark). This opens up a panel where you can review all unlocked tutorials whenever you need them. This is the first step on improving the general tutorial section in the game.

That's only a part of the job done since the last update. The foundation of a lot more has been set and the next update is planned to come with ship visual customization (ship name, banner, colorizing etc.)

IMPORTANT: We've encountered some problems with the tutorial panels a few moments ago, but we won't delay the update further. We really want you to get those fighters today ;).The fix for the tutorials will come as soon as possible (likely a day or two). A thousand apologies for these issues!

Until next time, safe travels!


  • FIXED: You can no longer delete NewSave
  • FIXED: Starchart tutorial related crash
  • FIXED: Turret view shortcut (def. V) now works properly
  • FIXED: Mem-leak - Perks are flushed from memory on game reload
  • FIXED: Mem-leak - Officers are flushed from memory on game reload
  • FIXED: Mem-leak & exploit - Licenses could become doubled
  • FIXED: Bounty board panel can now be moved around
  • FIXED: Esc button now closes the Bounty board panel and then the Starchart
  • FIXED: Text on Commodities hint is no longer cut-off
  • FIXED: A bug related to opening the tutorial and the Starchart at the same time and pressing Esc button
  • FIXED: Errors on Fighter hints
  • FIXED: Actual shortcuts are now displayed in tutorial texts
  • FIXED: Wrong hint was shown on some hangar slots in the Drydock->Loadout panel
  • ADDED: A lot more random ships flying around in space. This is only the first step, as we'll return to the subject to tweak each individual region
  • ADDED: Fighter wings

    • Fighters can now be launched
    • Hangar Enhancements now work properly
    • Updated hints on Hangar and Fighter wings
    • Fighter idle AI - Fly out and stay near carrier
    • Mark target (on Context menu) designates the object as fighter primary target
    • Fighter definition files added to enable modding
    • Updated Fighters.wdt database table to enable modding
    • Added sitRep panels for each fighter wing on the left side of the HUD
    • Fixed several errors on Fighter hints and added more information
    • Fighters return to carrier prior to T-Gate jump
    • Some interceptors and all bombers carry both light and heavy weapons

  • ADDED: Invert mouse option in the Options -> Controls panel
  • UPDATED: First step on upgrading the tutorial mechanics is implemented

    • All unlocked tutorials are listed and can be accessed at any time with the button on the upper-right HUD console (shaped like a question mark)
    • Added new tutorials and changed some existing ones

  • ADDED: Mark target (context menu action) is now operational for hostile ships. Fire at will is not yet influenced by this command
  • ADDED: Fighting in the vicinity of a station forces the station to call for reinforcements for help
  • ADDED: Special "heroes" - persistent ships flying around Gemini who can be hunted down for special rewards. This is ONLY the first step, as we have yet to implement randomly generated news linked to heroes and their whereabouts.
  • ADDED: Auto-pilot now avoids planets. This is the first, basic implementation, simply to avoid those annoying space collisions ;)
  • ADDED: Added new script functions (for modders; check modding.starpointgemini.com for details)
  • UPDATED: Status of "heroes" is properly saved
  • UPDATED: AI ships will use Power to Engines to reach their opponent and engage them
  • UPDATED: Security and Military ships (by profession) will aid their allies if attacked within 2500 distance
  • MODDING: Updated Notepad++ script plugins (for modders; check modding.starpointgemini.com for details)
  • MODDING: Added Modding section -> Modding databases on website (for modders; check modding.starpointgemini.com for details)
  • MODDING: Added Miscellaneous section -> Bonuses list on website (for modders; check modding.starpointgemini.com for details)
  • MODDING: Added Miscellaneous section -> Text formatting on website (for modders; check modding.starpointgemini.com for details)
Community Announcements - danijel
Hello everybody!

Hope you're having a wonderful and gameful holiday season. Just popped by to hint a few notes that might pique your interest ;).

We're still on a somewhat of a break, but Oliver is not giving in and keeps on burning the midnight oil.

The next update is planned for mid-january and here are just a few of the highlights:

  • Fighters - Launching fighters so they can assist you in combat
  • Heroes - Persistent ships you can hunt down for special rewards. The Bounty list can be accessed through the Starchart
  • AI improvements

    • Autopilot will avoid large objects (for now, smaller object will come into play as well)
    • Attacking ships near a station friendly to them will force the station to call for reinforcements
    • Security patrols react to player attacking their friendly ships in their vicinity
    • Increased ship spawning near stations and planets



We'll update the highlight thread up until the update goes live :) !

Have fun ladies and gents, and we wish you continually happy holidays!
Community Announcements - danijel
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: New script functions (for modders; check modding.starpointgemini.com for details)
  • 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
    • AI skirmishes should now occur more often

Community Announcements - danijel
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 oliver@starpointgemini.com 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!
Community Announcements - danijel
To address several issue encountered by both you fair ladies and gents and us as well, we're releasing yet another update. A small one, of course. The details are as always below.

Have fun and feel free to comment! :)

LIST OF CHANGES

  • FIXED: A bug where the Tactical overlay would "get scrambled" on window resize
  • FIXED: Borehole torpedo efficiency improved
  • ADDED: Viral torpedo equipment - Reduces target Trooper count (actually added in v0.6002, but we forgot to make a note of it ;) )
  • UPDATED: Viral torpedo price increased and effect modifier reduced (it was waaaaaaaaaaaaay overpowered)
  • UPDATED: Officer's price and salary drastically reduced. This is a temporary measure to counteract low income problem. They will be further refined and tweaked over time.
  • UPDATED: HUD Object markers tweaked to represent actual Sensor radius, but also taking into account object size and relevance
  • UPDATED: Object target distance tweaked based on size and relevance (planets can now be targeted from much farther away for example)
  • UPDATED: CaptainInfo->Bonuses list can now be scrolled with the mousewheel
  • UPDATED: Heavy weapons' projectile speed increased
Community Announcements - danijel
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
Community Announcements - danijel
Several stability bugs that could be fixed fast were reported so we decided to release the quickfix right away. No point in keeping you guys waiting for it :)

LIST OF CHANGES

  • FIXED: A bug that could cause the game to crash when using Captain info panel
  • FIXED: A bug that could cause the game to crash when using Equipment panels
  • FIXED: A glitch where the Starchart was left hanging when using the shortcut
  • FIXED: A bug where ship turrets were left hanging in space after it was destroyed or grappled
  • FIXED: Credits per month bonus is now displayed properly
  • ADDED: When selling a captured ship on a station/planet, ship systems, equipment and commodities of the captured ship are now added to the overall price
  • UDPATED: A slight rebalance of equipment found in dropped loot
Community Announcements - danijel
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)
  • ADDED: On-screen notifications like Level-up, Experience gained, Credits gained, Reputation changed (community request)
  • ADDED: Fleet->Systems panel. It was locked until now.
  • ADDED: Fleet->Officers panel so players can see their hired officers, their bonuses and salaries
  • ADDED: Bounty board to the Starchart where players can look over the different "heroes" they will be able to hunt down for a reward
  • ADDED: Pre-rendered intro movie for the Campaign scenario. Storyline missions are NOT yet activated.
  • ADDED: Loot dropped from ships and derelicts can now be targeted and you can open the Loot panel to select specifically what items you wish to take on-board.
  • ADDED: New bridge officer voice lines
  • ADDED: Place-holder T-Gate jump movie. The whole jump mechanics will be further refined and optimized.
  • ADDED: Starchart Mission markers can now be toggled via the Starchart panel.
  • ADDED: Loot drop can now contain equipment as well as commodities.
  • ADDED: Scanning randomly appearing anomalies now rewards Experience.
  • ADDED: Soundtrack expanded.
  • ADDED: Myrmidon now has visible engine trails.
  • UPDATED: You can now purchase new ships and store them directly into the Garage. (community request)
  • UPDATED: Changed loading screen background to show an upcoming station model
  • UPDATED: Expanded in-game options

    • Toggle on-screen notifications (community request)
    • Unlocked several video options
    • Toggle bridge officer chatter (community request)
    • MSAA can now be set

  • UPDATED: Wedge asteroid field has a new asteroid explosion effect
  • UPDATED: Several changes to the game text files
  • UPDATED: Wedge asteroid field has been reworked with new models, textures, ambient and accompanying particle area effect
  • UPDATED: Radial context menu updated with new additions (some options unlocked and added)
  • UPDATED: Captured ship mini-panel: captured ships can now be grappled by clicking on the new button on the mini-panel itself.
  • UPDATED: Boarding mechanics tweaked. Ships are now harder to capture to prevent exploits.
Community Announcements - danijel
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.
...

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