A lot more updated bits going on this time. I'd especially mention some of the optimizations, but we've also got some new feature additions.
Without further ado, have fun and let us know how it works ladies and gentlemen. In the meantime, we're going back to the trenches to keep working.
FIXED: You can no longer anchor on a non-existing station (temporarily disabled/replaced during some missions)
FIXED: Several minor errors in the captain's log mechanic
FIXED: Player should no longer die for unexplained reasons
FIXED: object markers are now visible until fighters dock on a ship for refueling (instead of until they're recalled by their parent ship)
FIXED: Fighters no longer decide to attack ships that have been destroyed/disabled
FIXED: Pressing Esc button while on Licenses panel now properly closes the panel, instead of opening the Main menu
FIXED: Using Engineer skill to increase Shield strength now fills that additional strength instead of simply adding it as maximum
ADDED: Automated repair facilities are now fully functional. Use the structure by entering inside its ring and wait for repairs to finish. It costs Credits though!
ADDED: Convoy escort freelance mission.
ADDED: Global event: War! which can escalate over time. As war escalates, so do actual battles in the region as well. It can potentially mean some nice salvage side profits.
ADDED: Global event: Cease fire which as its name implies ceases all hostilities in a region.
ADDED: When target locking an enemy fighter and the fighter goes off screen - an arrow appears to guide you where he went (as usual)
ADDED: HINT pop-ups in the following panels: Trader, Fleet->Officers, Hiring, Drydock (->Loadout, Enhancements, Systems, Equipment), Best Buy/Sell, Skills and Perks when using controllers
ADDED: Several Hull level related events on platforms
ADDED: globalvar object & functions added to increase scripting/modding capabilities
ADDED: A captain's log entry is now deleted when duplicated, to prevent cluttering
ADDED: First person camera mode - This does NOT mean cockpit or bridge view though. This camera mode is similar to the mounted camera, but you cannot see the ship at all. Should be useful when using smaller ship classes.
ADDED: Convoy escort freelance mission
Mission spawn markers added to region files
Freighter and freightliner ship classes added to regions if non already exist in memory
Convoy icon added to the Starchart
Objectives added to convoy ships for easier recognition
Convoy speed increased by 30% when out-of-combat
ADDED: Several text lines to Spg2\Texts\Misc.txt
UPDATED: Further optimization in combat. You should feel a great difference during large-scale fights.
UPDATED: Further performance optimization of Riftways
UPDATED: Further optimized PhysX collision for better framerate, especially in the vicinity of stations and structures
UPDATED: Optimized flares for better framerate
UPDATED: Improved model streaming for faster execution
UPDATED: All scripts are now compressed to further improve performance. Uncompressed backups can be found as *.zip archives in the Spg2 folder
UPDATED: Main mission rewards adjusted to follow player progression
UPDATED: Base ship shield regeneration increased for frigates and larger ship classes
UPDATED: Shield reboot time decreased for gunships and corvettes
UPDATED: Due to base shield regeneration changes shield booster equipment now increases regeneration by 200% (down from 400%)
UPDATED: Increased fighter crafts Hull
UPDATED: Increased and rebalanced fighter prices
UPDATED: Rebalanced weapon types for most fighters
UPDATED: Using the speed booster now keeps your current speed percentage stable.
UPDATED: When loading the game all nearby Heroes will be positioned to a safe distance.
UPDATED: Fighters and Interceptors now prioritize firing on enemy Fighters, Bombers, Interceptors BEFORE enemy ships
UPDATED: Bombers now fire ONLY on enemy ships
UPDATED: Slightly increased the chance of a global event firing off
UPDATED: Implemented an additional script check to derelicts to prevent a never-ending stream of pirates protecting their salvage claim
UPDATED: Landing fee calculations. The pricing is mostly the same, but uses different reputation limiters.
UPDATED: Added reputation-based landing calculations for planets Thauria, Nyx, Carthagena and Eanakai
UPDATED: Increased landing fee for freighters and freightliners (2000, 4000 Cr)
UPDATED: Freelance mission marker now states what type of mission it is, instead of simple FREELANCE
UPDATED: Single text length in a script file can now exceed 256 characters
UPDATED: Data recording into log.txt suspended during loading to increase loading speed
UPDATED: NPC AI upgraded. Trader and Miner professions will steer away from a station that is in-combat
UPDATED: Increased the number of security ships near stations (region files changed)
UPDATED: Several optimizations related to traffic density
UPDATED: Wormholes can now be set as destinations on the Starchart
UPDATED: Platforms now accept SetBoardable script function
UPDATED: Several small Starchart marker visual changes
We're continuing our work on the combat AI and on new content in general, but we thought it might be a good idea to release these fixes and changes to you ladies and gentlemen to have a smoother experience.
The highlight this time are fighters. More specifically, NPCs now properly launch and use fighters. We've automatically implemented a safety-switch so this only becomes apparent after you reach level 10. Just to make sure you have a chance and not get obliterated by the first enemy fighter wing ;).
The second thing to mention is the ability to become neutral/friendly with all factions. This comes with a limitation however! But only for now. This mechanic is apparent for now only if you start a NEW freeroam game. The next update should bring proper script checks and events to make the necessary changes in existing save files (both freeroam and campaign).
FIXED: Several calculation and info display errors related to selling a captured ship before sending it to the garage and selling it from the garage
FIXED: Info panel of a captured ship now properly displays Cargo hold data
FIXED: Several errors where the Schematic panel (lower left HUD) displayed info on empty weapon slots
FIXED: A problem using the Contraband scan panel when playing with controllers, that could potentially cause the game to freeze
FIXED: Fire at will activation sound warning will no longer fire off when attempting to activate Fire at will while in Power to engines
FIXED: A potential error where you could, in some instances pass through asteroids while in Power to Engines and in Go To mode
FIXED: A sound related error that could sometimes occur that manifested as crackling noise, usually happening when passing sector boundaries
FIXED: Your ship should no longer have pathfinding problems when in Go To mode. No more circling around stations.
FIXED: Several smaller memory leaks to increase overall game stability
FIXED: An error with object markers being displayed in front of you, when in fact the object is behind you
FIXED: Sub system targeting keyboard shortcuts are now properly functional
FIXED: Several smaller issues with the Fleet->Ships panel
FIXED: An error that prevented the player from mounting Blazar heavy weapon onto his/her ship
FIXED: Several errors in the German localized version that didn't switch text tokens properly in some instances (<RegionName>)
FIXED: A Reputation and Mercenaries related problem that could prevent you from hiring mercenaries, or to display their alignment properly
FIXED: A problem with UI sliders that would cause you to affect one slider even if you were hovering the mouse over another one
FIXED: A problem that could prevent you from using Scavenger swarm via the context menu
FIXED: Several errors with Enhancement bonuses not being displayed until anchoring
FIXED: Revenge is sweet achievement now works as intended.
FIXED: No galaxy for old men achievement now works as intended. Veterans now spawn in Gemini more frequently
FIXED: It's raining death achievement now works as intended.
FIXED: Homewrecker achievement now works as intended.
FIXED: Friendly fire frenzy achievement now works as intended.
FIXED: You da boss! achievement now works as intended
FIXED: An error related to the Bookworm achievement that prevented it from saving properly
FIXED: Salvaging a derelict with the Scavenger swarm is now properly taken into account in regards to the linked achievement
FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Adhara chassis
FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Medusa chassis
FIXED: An error with calculating bonuses on some achievements that actually caused penalties instead of bonuses (Power to engines charge-up time)
FIXED: An interface glitch that caused the Cloaking field system icon to display wrong in some instances on the Fleet panel
FIXED: A discrepancy with the Loading bar progress that made it look like the game stopped working, but in fact the loading bar wasn't 100% synced with the actual loading
FIXED: Platforms can no longer easily see cloaked ships and attack them on sight
FIXED: Several errors in the Russian localization
Some custom keymapping could get overwritten
Several problems with overlapping text
Skill and Perk titles on their corresponding tooltips are now properly displayed in Russian
Waypoint is now properly named in Russian instead of English on target lock
Asteroid is now properly named in Russian instead of English on target lock
Several Wrong base link errors that could occur in some instances
ADDED: You can now target-lock enemy fighters
ADDED: You can destroy enemy fighters with heavy weapons and the Atlas Defense Fields
ADDED: NPCs can now launch fighters
UPDATED: Grappler System disabled text changed to System damaged to prevent confusion
UPDATED: NPCs don't use mines, SETH platforms or fighters before player reaches level 10
UPDATED: Added a chance to be attacked by hostiles during Science and Maintenance Freelance missions
UPDATED: Fighters have new object markers
UPDATED: Atlas Defense Field effective radius increased to 450
UPDATED: Travel Agent achievement works as intended. Becoming neutral/friendly with each faction is now possible in freeroam and in the campaign mode (but AFTER completing the storyline)
UPDATED: Assassins random encounter ships now properly decloak and do not simply appear
UPDATED: NewGame.sgs file (Freeroam new game definition file) changed to allow becoming neutral/friendly with all existing factions
UPDATED: Anchoring on stations now automatically deactivates cloak
UPDATED: Riftways optimized to increase game performance
UPDATED: Collect all now checks if there are any ship systems and/or Equipment in the loot and collects it regardless if you don't have enough space in cargo hold to collect potential Commodities
UPDATED: Changing Energy distribution to increase speed during Power to Engines now automatically increases speed to maximum
UPDATED: Landing on planet Trinity during the initial campaign mission is now free-of-charge
UPDATED: Light weapons rebalanced
beams are now efficient and (almost) on par with other weapons (they still stay the weakest because of instant hit mechanic)
weapons are now put in weapon grades(so grade 5 beam should fit the grade 5 railgun strength)
energy costs are changed
big pricing changes
UPDATED: heavy weapons have received reload time buff to make them more interesting to players
UPDATED: some heavy weapons changed
UPDATED: Ship weapon battery changes for specific ship classes, with some freedom of numbers around the base values
A new update is here. We wanted the update to be more substantial than it is now, but the regional gaming fair Infogamer Reboot (during last week) took quite a bit of our time. This also explains why we were a lot more silent than usual. Things should be getting back to normal now :).
That doesn't mean this update doesn't bring anything to the table. Far from it. The highlight, I'd say is definitely the improved NPC AI, specifically aimed at their behavior in combat. We're not done with it yet however and the following updates should bring it all up by a few notches more.
Let us know what you think please!
FIXED: Numerous errors in the Polish localization
FIXED: Fire at Will no longer target your mercenaries if your reputation is Unlawful
FIXED: Allied ships no longer attack your deployed SETH platform
FIXED: SETH platform properly applies friend<->foe checks if you suddenly attack an allied ship and it turns hostile
FIXED: Waypoint missing problem on Giant leap main mission should no longer appear (additional script added to make sure)
FIXED: Several translation errors in the Russian version
FIXED: Several translation errors in the German version
FIXED: Several database errors in the German version
FIXED: A potential problem with sound effects becoming garbled when near a TGate
FIXED: Lure of the Lens potential problem where you couldn't destroy Clearmont station
FIXED: A potential problem that caused Fog of War to reappear on explored sectors
FIXED: A problem where Ferry freelance mission item does not appear in inventory, when planets are involved
FIXED: Several errors with starchart labels overlapping
ADDED: Station assault freelance mission
ADDED: Station defense freelance mission
ADDED: Fire at Will HUD icon now blinks to be more visible when you're attempting to use light weapons while Fire at Will mode is active
ADDED: Ships and platforms now have new object markers to make them more distinct from other game objects
ADDED/MODDING: AI Assembly helper application to game root directory. This is used to edit and create new behavior files (full modding documentation is to follow)
ADDED/MODDING: Scripterion helper application to game root directory. Use this if you're into scripting in SG2. It shows all available script functions with descriptions and examples.
UPDATED: Drastically improved NPC AI behavior
They can now dynamically assess the situation and choose an according course of action.
The choices they make differ on their faction and profession
Sets of abilities and items that have, until now been reserved solely for the player, are now also available for use to the AI
NPCs can use skills
NPCs can use equipment
NPCs from different factions/professions make different choices
Since we have opened up a lot of possibilities for the AI, we'll keep a closer look on balance in combat and tweak things accordingly. AI improvements won't stop here as well - you can expect further improvements in this area!
UPDATED: Turret view camera mode is now properly usable when playing the game with controllers (for the Xbox360 controller)
when in turret view - hold LT and use the right analog stick for rotating the camera.
UPDATED: Energy redistribution panel is now properly usable when playing the game with controllers (same as Skills/Items at the bottom of the HUD)
Hold LT and use the left analog stick for redistributing power.
UPDATED: Orpheus mine buffed to increase usefulness
UPDATED: Options->Video->Presets now work as intended
UPDATED: Post processing option in the Options->Video panel now affects more features to increase framerate when lowering this setting
UPDATED: Options->Video->Environment detail and Model detail options optimized on lower settings to increase framerate
UPDATED: SETH platforms work properly for quest related ships
UPDATED: Several changes in the Freelance mission generator to reduce chance of missions NOT appearing
UPDATED: Increased duration of special warnings (for example when you lose troopers when undocking from stations)
UPDATED: Colliding with stations now deals shield/hull damage
UPDATED: Shield indicator now longer shows some objects to have shields, when in fact they don't (planets, structures...)
UPDATED: Increased Blueprint drop rate when scanning anomalies
UPDATED: Reduced chance of an event taking place when undocking from stations and planets
Some of you will notice a discrepancy in the version number. This is to synchronize Steam and GoG versions, so no worries ;).
The focus was clearly bug fixes, but we've got the sub-system targeting properly implemented as well. So far it worked partially. Time to start knocking out individual systems properly :). The complete change-list is below.
Quite a bit of additional content is being produced as we speak, so the next update (planned for November 15th) should have a lot more ADDED tags in the change list :).
FIXED: PTE is now properly shut down when anchoring
FIXED: Fleet->Systems panel now shows accurate information related to fighter wings
FIXED: Heroes can now be properly targeted when using controllers, by using Target nearest enemy
FIXED: Bridge officer will no longer notify you that you destroyed another hostile when destroying one of your mercenaries
FIXED: Mercenaries now repair Hull when you anchor on a planet or station
FIXED: You can no longer issue Anchor command on a hostile station via the Starchart
FIXED: A problem where the main menu would hang if you have multiple controllers plugged in at the same time
FIXED: An exploit/bug when using controllers that allowed you to select and sell/unmount non-existing ship systems when using controllers
FIXED: Selecting and using the Riftway button on the Starchart with controllers is now possible as intended
FIXED: Icebreaker achievement now works as intended and does not trigger after colliding with a single asteroid
FIXED: An error related to Guardial angel achievement
FIXED: The Shipping magnate achievement now works as intended
FIXED: The You da boss! achievement is now fully functional
FIXED: An error that caused achievements to provide a penalty on PTE charge-up time instead of a bonus
FIXED: An error related to Artefact vaults that caused several potential problems if you transported onto any of them
FIXED: An error that caused your new ship to have more than its maximum Hull when transferring command
FIXED: Model detail and LOD distance now work properly. More work on optimization is planned.
FIXED: You can no longer anchor on a station if you attempt it via the Starchart, if combat begins on the way there
FIXED: A scrollbar is now added to the News panel to prevent sections of the text from being unreadable
FIXED: An exploit related to Heavy weapons and their ammo, when switching to a different heavy weapon
FIXED: Contraband scans can no longer happen during cutscenes to prevent the game from being left hanging or even crashing
FIXED: Numerous overlapping text issues in the Russian localization
FIXED: Several malfunctioning collision meshes
FIXED: Torrent surfer perk now properly displays the increased jump range on the Starchart
FIXED: Wolverine's cloak field generator no longer has 0 Hitpoints, but proper amount
FIXED: Several minor GUI usability issues
FIXED: An error that occurred when activating Fire at Will, causing the first shot to target the wrong location
FIXED: An error that caused object information to be displayed wrong on the object info panel
FIXED: Game controls are now properly deactivated during cutscenes and some dialogs when using controllers
FIXED: An issue that could potentially cause the game to crash immediately after the Campaign intro movie
UPDATED: Now you see me... achievement made slightly easier to achieved
UPDATED: Attacking neutral ships will now trigger a reaction from other nearby neutral ships of the same faction
UPDATED: Moved Salem station away from the asteroids, so they don't immediately break on loading and leave collectible loot
UPDATED: NPCs' chance of forcing player out of PTE now depends on player experience level and difficulty setting
UPDATED: Heroes now repair their Hull while out of combat
UPDATED: Campaign intro movie in the Polish localization now comes with subtitles
ADDED: HUD Power indicator now has a corresponding tooltip to show precise numeric information
ADDED: Game automatically chooses the stronger graphics card if more than one is available (This is especially important for players that have IntelHD in their computer!)
Thanks to the game logs you ladies and gentlemen sent us over the last day or so since the last update, we've managed to find some more memory leaks and other errors which we could fix quickly.
One of the fixes is the ghost planet again. We believe we finally found the last bit that could potentially cause it to appear again. If not, well... we'd be very appreciative if you could send over your game log.
To make things go smoother, we decided to wrap those fixes up into a small update and release it to you so you don't have to wait for them.
There are some other various small fixes, nothing to write home about. Oh and ATHENA heavy weapon can now properly deal up to 10000 damage as intended ;).
Time for another update ladies and gentlemen. I won't bother you too much. You can find the change-list below.
We're slipping back to the game and continue with our work to get the next update to you as soon as possible.
FIXED: An error in the Rift skill activation script that could potentially cause a crash
FIXED: Mission location on the Captain's log panel and on Mission info panel are now displayed properly
FIXED: Numerous errors related to popping up tutorial panels, that could potentially cause the infamous black screen of freeze
FIXED: Several other potential instances where the black screen could appear
FIXED: A memory leak related to sector streaming
FIXED: The infamous ghost planet should no longer appear. If it does, the game log should catch the problem in more details.
FIXED: Several smaller memory leaks
FIXED: An error related to enhancements that could potentially cause crashes
FIXED: Numerous issues in the localized versions
FIXED: Numerous smaller errors in the campaign
FIXED: Several errors in the UI system that could potentially cause crashes
FIXED: Numerous database errors that caused wrong bonuses to be assigned to enhancements
FIXED: Bookworm achievement is now achievable properly by any related means, and not just by waiting for each tutorial to pop-up
FIXED: You can no longer gain 2 loot drops by first sending in your scavenger drones and then destroying the derelict before scavenging was finished
FIXED: An error that could potentially cause friendly ships to turn against you when you're boarding a hostile ship near a station
FIXED: An error on the Starchart panel related to perpetual panning after closing the Starchart and opening it up again
FIXED: Mercenaries will no longer conclude you're dead when transferring command to a different ship (from the garage for instance)
FIXED: Numerous errors on displaying GUI when using controllers
FIXED: A controller related error that prevented overwriting an existing save file
FIXED: Numerous other controller issues
ADDED: Polish localization is now available (text only)
ADDED: Riftway network is now visible on the Starchart. A button on the main Starchart panel can toggle its visibility. The visuals will likely be changed.
ADDED: Maximum attainable experience level raised to 80
UPDATED: Slight changes done to the blueprint drop scripts. Further improvements pending.
UPDATED: Review button removed from the main menu
UPDATED: Allied ships now attack platforms
UPDATED: Allied ships no longer attack a ship you're trying to capture
UPDATED: Fire at will also ignores a ship you're trying to capture, BUT(!) Marking the target overrides that safety lock and Fire at will in that case fires at the ship
UPDATED: Game log records some extra data to help us find some problematic bugs
UPDATED: Platforms are now properly included in the Fire at will routine
UPDATED: Reputation change system (when destroying ships, declining contraband drop etc.) is now completely controlled via script to ensure proper execution (Spg2\Scripts\AddReputation\...)
UPDATED: Increased the max available quantity of every individual commodities on all stations to increase potential trader profit
UPDATED: Tutorial pop-ups are now spread out over the starting campaign mission and linked to other events as intended (when first entering an asteroid field, when first encountering a derelict...)
UPDATED: Heroes/Bounties will no longer harass you while you're on a storyline mission
UPDATED: Mercenaries now attack platforms as intended
UPDATED: Credits movie updated with several new people that helped us over the last few weeks
Captain your own space ship and roam the galaxy in 3D in this tactical space simulator with tons of RPG depth ! Space has never looked so inviting - but images can betray...
It has been two years since the end of the second Gemini war, and the situation in the wartorn system is further from resolution than ever before. The collection of freedom fighters named Gemini League is now reduced to a small group, with no power or influence, after losing their leaders. The Empire meanwhile, has used the re-opened Starpoint to occupy the once renegade Gemini sector - and beyond.
Developer Little Green Men Games and their publisher Iceberg Interactive and are proud to announce today, that Starpoint Gemini 2 has left Early Access, and is available now with an SRP of $34.99, discounted by 20% during launch week. Enjoy !!
Starpoint Gemini 2 enables players to command their own Starship, and roam the enormous Gemini star system, to mine, loot, fight or trade - or play missions via the main story arc or side missions.
The final update from Beta to launch includes some important features:
Unlocked entire singleplayer campaign (featuring cutscenes and voiceover)
Added full soundtrack, ambiental and combat tracks
Added character selection and ship selection for freeroam mode
Updated entire skill system, now based on power pool
"This past year of Early Access has been an incredible ride,” said Danijel Mihokovic, Lead Scripter at Little Green Men Games. “We have seen an amazing community take shape and our thanks go out to them. Our forums really got overwhelmed with positive feedback, productive opinions and countless new ideas, and in a joint effort between us and our community, we have managed to raise the quality of the game significantly. As we embrace the game’s official release today, we understand one thing - this is the end of one process and the beginning of another. Even after 50 updates during Early Access, the wish-list created on the community forums will enable and oblige us to continue to refine the game and add new content for a long, long while. And that is something we really look forward to."
So... it has been noted on numerous occasions that some of you esteemed ladies and gentlemen want to put faces to our names. As much as we frown on such frivolities, it is only fair that we abide by your wishes ;).
Please refrain from beating us into a pulp if you see us passing somewhere in the street. While I'm personally not a big fan of my bearded face , I'd rather not part with it either ;).
Oh and Oliver is in the video too... sort of... so have a look won't you ;).