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.
New update on 1-year anniversary and a 70% discount on the franchise!
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
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.
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
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
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!
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
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