Starpoint Gemini 2 - danijel
Ahoy!


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).

Enjoy!

CHANGE LIST
  • 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
Starpoint Gemini 2 - danijel
Ahoy!


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).

Enjoy!

CHANGE LIST
  • 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
Starpoint Gemini 2 - danijel
Greetings captains!


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!

CHANGE LIST
  • 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
Starpoint Gemini 2 - danijel
Greetings captains!


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!

CHANGE LIST
  • 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
Starpoint Gemini 2 - danijel
Hello everyone!



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 :).

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!)

Happy Halloween captains!
Starpoint Gemini 2 - danijel
Hello everyone!



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 :).

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!)

Happy Halloween captains!
Starpoint Gemini 2 - danijel
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 ;).

More updates are on the way, of course!
Starpoint Gemini 2 - danijel
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 ;).

More updates are on the way, of course!
Starpoint Gemini 2 - danijel
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.

CHANGE LIST
  • 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
Starpoint Gemini 2 - danijel
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.

CHANGE LIST
  • 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
...

Search news
Archive
2024
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002