Community Announcements - danijel
Franchise offered at 70% discount and new DLC announced

This weekend, publisher Iceberg Interactive and developer Little Green Men Games will celebrate the 1-year anniversary of the launch of Starpoint Gemini 2 on Steam, offering all Starpoint Gemini games at 70% off for a week, as a Special Promotion.

Demonstrating continued support for the game, the developer released a new patch this week, with tweaks and optimizations.

There is further exciting news regarding the highly successful space sim franchise, with the announcement of new DLC for November 2015 (named "Titans"), as well as the message that the strategy-oriented sequel Starpoint Gemini: Warlords is still on course for a Steam Early Access entry during Q4-2015.

About Starpoint Gemini 2 Titans DLC:
  • 3 new Titan class ships and 3 new chain-quests.
  • Choose and help one of the three major factions finish their Titan and fight other Titans.
  • A new set of hero characters to hunt down.
Community Announcements - danijel
New update on 1-year anniversary and a 70% discount on the franchise!

Hi everybody!

It's been one whole year since the final release of Starpoint Gemini 2 and we've been hard at work dishing out updates. To celebrate the anniversary the entire Starpoint Gemini franchise is on a 70% discount! But we're not stopping here. The next DLC, the frequently requested Titans are under construction and will reach Gemini in November.

Oh... and we also have an update ready and released :).

  • FIXED: An error that could potentially cause the game to crash when a fighter is firing a missile at the same time as the ship is going through its OnDestroy animation
  • FIXED: A potential CTD error when merceneries are attacking a defense platform
  • FIXED: An error in the "Rogues signing off pt.2" mission (Origins DLC)
  • FIXED: Faction change issue related to the Korkyran Triumvirate and the Liberation front (Origins DLC)
  • FIXED: Waiting for orders objective issue when crossing from mission 22 to mission 23
  • FIXED: An error where the Apocalypto didn't regenerate shields after they were shut down
  • FIXED: An error that would cause the game to crash when accessing the Starchart after all nebulas were removed from the game world
  • FIXED: A memory leak that would manifest after a long playing session. Several textures were never released from memory.
  • UPDATED: Slight PhysX optimization
  • UPDATED: Optimized Junkyards to increase performance
  • UPDATED: Riftway slightly optimized for better performance
  • UPDATED: Game now records more data into the Log.txt
Community Announcements - danijel
Greetings captains!


Here's a little something from us here at LGM :). We've been working hard to get this DLC out. It's free as stated before and as promised in Early Access. It's a THANK YOU from us to You, the community, for your support and dedication, and for putting up with us all this time. We couldn't have wished for more.

I won't bore you too much. Below is the list of fixes we've done for the vanilla game and Secrets of Aethera which you might also find useful ;).

IMPORTANT: Since there were some major changes in the game world, please note that any mod should be made specifically for Origins so it would work properly (depends on what the mod changes of course).

If you encounter any problems, let us know :).

You know how this last bit goes already:
Safe travels, Captains! :)

  • FIXED: An issue where Iolian NPCs would equip Unique codename weapons
  • FIXED: An issue where enemies would launch wings with zero fighters
  • FIXED: A problem preventing Cloak stability parameter to work as expected
  • FIXED: A bug concerning Targeting mode and cutscenes/dialogue segments where the player doesn't have the control of his/her ship
  • FIXED: A database error in the localized versions that could cause the game to crash
  • FIXED: An error in At an empire's end mission with ships exploding in advance
  • FIXED: Numerous text errors
    • Thanks for this goes to Unbroken as he's done the additional proofreading.
  • FIXED: A typo in the DerelictOnDestroy.sal script preventing it from reaching its full potential.
  • FIXED: An error that could in some cases cause the game to crash when storing a ship into the garage
  • FIXED: Old friends mission - A bug where boarding a structure you're supposed to destroy would break the mission
  • UPDATED: Gladius group bounty hunters now T-jump in closer to the player. When you see their message on screen, you'll spot them on the radar as well.
  • UPDATED: Sorting ships by ship class when generating Freelance missions. You should no longer be fighting against level 1 freightliners. This can still happen, but not as frequently.
  • UPDATED: Mod Manager to reflect the addition of the Origins DLC
  • ADDED: Logitech Extreme 3D Pro throttle(slider) support. If you're using keyboard/mouse control scheme, you can now manually bind the slider to accelerate/decelerate
  • ADDED: Tooltips for context menu in Controller mode
  • ADDED: Scripterion2 to provide more functionality and ease-of-use. In time this will replace the original Scripterion altogether.
Community Announcements - danijel
Greetings captains,

It's been awhile since our last update, but we have been working. Unfortunately, not everything is ready just yet. Our biggest announcement is the upcoming free DLC featuring a complete storyline, even longer than the original campaign. As we promised, we've been recreating the storyline from Starpoint Gemini 1 and it should become available in June! We'll make sure to announce the release as soon as we're ready!

But, let's return to the business at hand. What's this update about? Several things:
  • Preparations for the upcoming free DLC
  • Standard assortment of minor fixes
  • And last, but nowhere near least: French localization. ALL credit goes to the esteemed gentleman by the name of Sébastien Gigot, a member of this amazing community, who took it upon himself to translate the entire game to French.
    Mr. Gigot, we owe you a debt of gratitude we can hardly repay. THANK YOU!

As always, if you encounter problems, let us know and we'll do our best to answer and help as fast as possible.

And finally we come to the already standard change list:

  • ADDED: Follow mission button, which comes in handy when juggling several missions at once
  • FIXED: Active Only button on the logs panel, now properly toggles between active/non-active missions
  • ADDED: New mission markers (on the HUD and the Starchart) for acquired/followed missions
  • ADDED: Campaign missions now have mission-appropriate images
  • FIXED: Several errors in the Cat and Mouse campaign missions (Shinova problem)
  • FIXED: Several minor errors in Second Front Baeldor side mission
  • ADDED: Throttle/Slider implemeted for Thrustmaster Flight Hotas X, Logitech Extreme 3D Pro, Cybord F.L.Y. 5 flight stick. ship speed should now properly change according to the position of the joystick's throttle/slider.
  • FIXED: Some issues with resetting to default controls. Full Gamepad control (for Xbox controllers) should now properly load the correct controls at game start-up and the "Reset" button at Options->Controls should now reset the controls for the appropriate controller.
  • UPDATED: Support for the following controllers:
    • Logitech F710 Wireless Controller
    • Logitech Rumble Gamepad F510
    • Thrustmaster Flight Hotas X
    • Logitech Extreme 3D Pro
  • FIXED: A bug where you were sometimes unable to accept a main mission (pressing Accept didn't start the mission)
  • UPDATED: Minor changes in the flare system
  • FIXED: Minor fixes in the Defense platform hitpoints calculations
  • UPDATED: File loading system improved (optimized for mods and DLCs)
  • FIXED: A potential problem related to News panels on stations where the game was attempting to access the wrong region
  • FIXED: A potential problem related to loading textures on some graphics cards
  • FIXED: A potential problem when drawing asteroids on some graphics cards
  • FIXED: A potential problem when drawing junkyard on some graphics cards
  • FIXED: Several fixes and improvements in the game log recording
Community Announcements - danijel
Greetings captains, once again.

We've got another announcement today. It's not just an update day, it's also a DLC day.

Secrets of Aethera is now available bringing new ships, new missions, a special upgradeable weapon, new freelance mission... a nifty little bundle :).

I won't spam you too much, so here's a link to the DLC store page

Safe travels captains!
Community Announcements - danijel
Greetings captains!

It's been some time since our last update, but we've been hard at work.

The full change-list for the update is below, but as highlights I'd definitely mention the all new side missions, the shield charger structure and the new global events!
Naturally, along came a number of fixes as well.

If you like what we're doing with the game, I'd suggest checking out the Secrets of Aethera DLC :).

  • FIXED: A bug that could trigger a constant loading of new video files, without first releasing the unused ones
  • FIXED: An error that could in some instances cause asteroids to render improperly
  • FIXED: A rare crash bug that happened when the player chose maximum weapon energy or shield energy in the energy transfer panel while affected by an engine dampener anomaly.
  • FIXED: A problem with the drydock turret button that caused it to become permanently disabled
  • FIXED: A bug related to Freelance mission generation that could in some instances cause the game to crash
  • FIXED: A visual bug related to very bright or very dark ships
  • FIXED: Several errors in the Assembly editor
  • FIXED: Several minor errors on Taxy and Ferry Freelance missions
  • FIXED: Side mission HUD icon is now identical to the log icon
  • FIXED: Side mission markers are now properly shown on the Starchart, when the mission is acquired
  • FIXED: Various minor errors that could appear when using controllers
  • FIXED: A minor error with Thaddeus Malen hero definition file
  • FIXED: A minor bug related to audio playback while anchored
  • FIXED: A minor database error in the Russian localization
  • FIXED: An error where a notification did not always appear when exiting a wormhole even if an event occured
  • ADDED: Ships can now be added using global parameters instead of only local (region-based)
  • ADDED: Automated repair facilities, artefacts, shield chargers now have special individual Starchart icons for easier recognition
  • ADDED: Ion storm global event can now occur
    • Be careful when entering Ion storm. It's discharges can severely damage your ship
  • ADDED: Ion Storm now encompasses the Maelstrom region
    • Maelstrom can be a good source of Ionized gas which you can sell for profit
  • ADDED: Numerous side missions, mostly faction-related
    • Side missions can be triggered in various ways
    • Appearance of side missions is linked to both Reputation and player level
  • ADDED: Bounty hunters of the Gladius Group now hunt for the player if his/her reputation is Outlaw
    • The lower the reputation, the higher the chance of appearance
    • Chance is automatically higher in some regions
  • ADDED: Shield charger structure is placed in the world and can be used in the same manner as Automated repair facility (enter it...)
    • Charging your shield costs Credits
    • Simply enter the ring-like structure to start charging your shield. Credits are automatically deducted
  • ADDED: Regions now become more difficult in several stages
    • First switch occurs when player reaches level 30
    • Second switch occurs when player reaches level 60
  • ADDED: A third control scheme ONLY for Xbox 360 and Xbox One controllers
    • when starting the game, choose the Joystick/Gamepad scheme
    • this scheme has predefined controls configured specifically for these controllers
    • modifying controls in this mode is NOT possible!
  • ADDED: Several gameplay effects on anomalies (when scanned) and accompanying HUD warnings
  • ADDED: A specific side mission related script function to prevent bugs and glitches
  • UPDATED: Target locking of objects is now automatic when using gamepads.
    • Simply cross over an object with the targeting reticle to lock onto it
    • In combat, some objects are filtered out so they don't get in the way (you can still manually target such objects by cycling through available targets)
  • UPDATED: The in-game menu on the upper right (Starchart, Captain info...) is now hidden by default when using controllers. You can get the menu to appear by pressing the START button. This automatically pauses the game as well.
    • You can change which key is used for this action in the Controls Menu, command is called "Show Menu". This change allowed us to free up some additional buttons on the controller, like DPad Up/Down for Tactical Overlay/Align To Plane
  • UPDATED: Opening any panel/in-game menu/context menu pauses the game when using controllers
  • UPDATED: When boarding enemy ships, troopers are automatically sent when possible
  • UPDATED: Various hints and tooltips are added when using controllers (Drydock, Trader, Hiring... panels)
  • UPDATED: Hints when using controllers are no longer placed in the middle of the screen
  • UPDATED: Changing your avatar name when starting a new Freeroam game, when using controllers is now possible
  • UPDATED: Changing the name of your ship on the Drydock->Customization panel when using controllers is now possible
  • UPDATED: Autosave is now created when ANCHORING on a station/planet, NOT when leaving
  • UPDATED: On normal and lower difficulty levels, when boarding an enemy ship - all allied/neutral/mercenary ships will immediately stop firing on it, unless instructed otherwise by Marking the ship (via the Context Menu)
  • UPDATED: Starchart icons of collected Artifacts are greyed out
  • UPDATED: NPCs no longer attack a ship you're attempting to capture
  • UPDATED: Several minor changes in NPC AI
  • UPDATED: Several changes to the game text files
  • UPDATED: Increased level requirement for some events to occur when leaving stations or planets
  • UPDATED: Numerous smaller changes made to different files to make the Secrets of Aethera DLC possible and in working order. Modders are encouraged to cross-reference their files with the default game files
  • UPDATED: Added current contraband quantities so that players can decide whether they should pay the fine or fight for the valuable goods.
  • UPDATED: Stations now show faction-ownership changes
  • UPDATED: Several minor changes done to cloaked NPC ships
  • UPDATED: More distant stations now keep a more detailed info on commodity prices
  • UPDATED: Accepting quests is no longer possible when using T-Drive to open the Starchart
  • UPDATED: Player name is now displayed on the dialog panel
  • UPDATED: Add & Remove turret buttons are now exchanged with the Configure turrets button so it gives more info on what exactly is going on

Safe travels captains!
Announcement - Valve
Today's Deal: Save 50% on Starpoint Gemini 2!*

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 Friday at 10AM Pacific Time
Community Announcements - danijel

Greetings captains!

Time for the first update in 2015. This is a rather small update, primarily assembled as preparation for some bigger changes and additions to come in the next couple of updates. Check the list below for details please!

Happy hunting!

  • FIXED: An error related to Maintenance freelance mission that would cause it to malfunction
  • FIXED: Numerous small errors to increase stability
  • FIXED: A potential error that would manifest as a blue floating line on the Starchart when choosing a destination TGate
  • FIXED: Planetary landing panel now no longer slides across the screen in certain instances
  • FIXED: Info panel scrollbar can now be used with the mousewheel
  • FIXED: Several smaller errors related to the Convoy escort freelance mission
    • Convoy security escort will now always join the defense
    • Once destination is reached, the convoy ships are no longer marked as quest objects
    • If a marked ship in the convoy gets destroyed, the marker is removed as intended
  • FIXED: An error in the reputation calculation script when destroying ships of the Thaurian Alliance. You'll be getting positive rep now. (Thanks Dewar. I dunno how I missed it.)
  • UPDATED: Script system cleared of redundant data
  • UPDATED: A slight change related to flares to make sure nothing works out of the ordinary
  • UPDATED: Game log records more information
  • UPDATED: Standard random encounters now do NOT spawn if a battle is ongoing
  • UPDATED: The game automatically slightly adjusts graphics settings on minimum configurations (more specifically graphics card)
  • UPDATED: Weapons firing range that is displayed as hint on the Drydock and the Schematics are now synced
  • UPDATED: Increased the number of freelance mission spawnpoints for Convoy escort missions
  • UPDATED: Added several modifiers to the Convoy escort freelance mission
    • Ambushes can occur
    • Convoy path displayed on the starchart is now colored differently
    • If convoy leader gets to 1500 units distance from the player, the convoy slows down, almost to a halt and waits for the player to arrive
    • Convoy slows down during an attack
  • UPDATED: Older save files (both freeroam and campaign) will now include the change in the reputation system which allows you to become good or even allied with Nyx, Empire, Directorate and Thauria
  • ADDED: It is now possible to become neutral and allied with Nyx, Directorate, Empire And Thauria on older freeroam save files and after finishing the campaign mode (even if your save file is older).
  • ADDED: Game log is now recorded through a separate process, so don't be alarmed if you see a console window popup when you're entering or exiting the game
  • ADDED: OnLoadWorld script event
  • ADDED: Region info panel now available when clicking on the starchart
Community Announcements - danijel

Heya captains!

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.

Safe travels!

  • 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
Community Announcements - danijel

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

Search news
Oct   Sep   Aug   Jul   Jun   May  
Apr   Mar   Feb   Jan  
Archives By Year
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002