Star Traders: Frontiers - contact@rockpapershotgun.com (Fraser Brown)

Star Traders: Frontiers is a huge stellar sandbox with an evolving galaxy that moves forward with or without you. It s liberating, not being on the hook for every little problem. As a free-wheeling captain, you can ingratiate yourself with the most important galactic players, becoming embroiled in the highest level of politics, or you can just enjoy the life of a scoundrel, smuggling and stealing your way through space.

It s a chimera, stitched together from bits of RPGs, strategy games, roguelikes and space sims, but it s miraculously cohesive. The multitude of systems and invisible paths can be initially daunting, but the ability to carve out your own little niche means that it s as manageable as you want it to be. That s how it gets you. You re merrily ferrying legal goods between worlds for a small profit, staying within your comfort zone, and then an hour later you re smuggling illegal artefacts, spying on royals and fighting the space cops.

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Star Traders: Frontiers - Trese Brothers


Update #90 brings us to nearly the end of our launch week sale. Star Traders: Frontiers is 20% off for only another few hours, so be sure to tell a friend and leave a review. It has been an exciting week -- we've had some bugs, a ton of feedback, thousands of new players. Update #90 both adds content, improves systems and fixes a massive ton of bugs.

A big thanks to everyone pressing "Send Report" if the game crashes on you. Also, just reload the game -- the auto-save system will ensure you haven't lost any game state.

Update #88 came with an awesome new hat, #89 got military headset and so it only seems fitting that #90 would come with a new outfit. We've added a blue uniform outfit which now creates a matching pair. For those ship captains who want to keep things regimented and run a tight ship, you can now enforce a stricter set of ship uniforms with this new addition.



Story Objective Deadlines
We've heard so much great feedback about the story! Thanks to everyone who is sharing their experience and excitement. One of the most frequently asked question is about timing in the story and how it moves on without you. In some cases, this timing has been opaque and unnecessarily restricts the captain from having time to explore on their own, as they are unaware of the underlying deadlines. With Update #90, we've added the ability for story objectives to have deadlines and to display them in the missions screen.

This update includes the first, small set of deadlines visible on story objectives. We've only done a few to test out the system and prepare for the larger push. Not everything will get a visible timer, some will stay unknown as they are simply out of scope of what the captain or anyone could know. Others will get helpful timers to give the player visibility into the timeline. From there, we'll have far more intel about specific parts of the story timeline that are too slow or too fast.

We've also made some tweaks to some of the late game Era and story timers -- extending a number of them by a about 20%.


Auto-Equip Return
Your crew will equip the best fit weapon and armor based on their Skills and Talents. However, you have the option to hand equip any crew member or officer yourself. We have now added the ability to return to the auto-equip routine. Perhaps you equipped a Sniper Rifle but want to hand things back over the auto routine. Choosing Auto will put your weapons or your armor back into the auto-selection.

Stability Patch
We had about 250 reported crashes over the launch week which is -- considering the sustained player counts -- already very stable. We've double down on that by slaying every bug and crash we could in a concerted effort. Thanks again to everyone pushing Send Report, and please keep doing so. We'll work diligently over the next week to reduce the crash count to as close to 0 as we can.

Finally, we started a helpful FAQ over on our wiki, so check that out! If you see missing questions, post them up and we'll get them answered --

If you like the updates, please leave a review and tell a friend. Cory and I thank you!

v2.3.34 - 8/7/2018
- Added new matching blue uniform outfit -- more regimented crews possible
- Story Objectives now capable of displaying a deadline, if it is known
- First set of story objectives now display a deadline (pickup Arbiter, Kober Volpane)
- Increased timeline on some story events
- Added "Auto" button in equipment screen to return a character to automatic weapon / armor selection
- Modified Spy Orbital Op reward factor to use Navigation instead of Pilot
- [Linux] Improved support for high DPI mouse inputs
- Fixed bug with System Rumors causing nasty effects if you repetetively leave and enter system orbit
- Fixed bug with "Crew By Traits" report getting out of sync as it was filtered or sorted
- Fixed issues with gear showing incorrect bonuses in contact buy and sell
- Fixed crashes with Contact Introductions when Contact recently lost friends to old age
- Fixed reported crashes with Hyperwarp jumps and entering certain jump gates on very large maps
- Fixed crashes caused by rare proc gen conditions with Contact death from old age
- Fixed story dialog typos and phrasing issues
- Fixed typos, thanks for the reports!
Star Traders: Frontiers - Trese Brothers

Welcome all new captains, the frontier awaits! Thanks to everyone who has stepped onto the bridge of their spaceship and given the order to rise up into the void. We've had a banner weekend here and are now ready to get back to business of expanding and improving the game. This will be Update #89, and it's a doozy. We had 88 updates in Early Access and in order to be able to reference updates ("we added that in update 62") we're not going to reset the count.

Also, we'd like to dedicate this update to everyone posting feedback and leaving a review. It wouldn't be so awesome without your help!

Bug Fixes and Patches
We have fix a huge pile of bugs. Too many to list in the change log, though we have listed the most important ones. We've fixed a set of story bugs, including the fact that for some players, the vatborn boss was not appearing.


Military Targeting Headset
First up, we've added new eyewear accessory. This military targeting headset might include a vision kit or a link to your firearm to enable targeting assist. It looks good on soldiers, it looks good with hats, it looks good when you're winning too.

New Intel Trait
In the great game of the factions, intel can be king. For those Contacts who don't naturally offer to buy Intel, we've now added a new Contact Trailt: Data Hound. Any Contact with this Trait has a voracious appetite for Intel and will buy it at a +15% price. We've also adjusted the Techno Addict Contact Trait to grant a +10% Intel price bonus as well. In both cases, you only get the bonus if the Contact Trait is not hidden.


Diplomatic and Stealth Missions
We've heard a lot of great feedback in the last 5 days and are moving quickly on as much of it as we can. Update #1 includes 2 new Talents -- one for Diplomat and one for Spy -- that allow these professional negotiators or professional sneaks to reduce Reputation loss when doing missions of their specialty. The Spy's Stealth Op Talent will reduce Rep loss if you use the Stealth Skill to complete the mission while Diplomat's Adept Mediation reduces Rep loss if you use Negotiation in a legal fashion (not bribery). We've also adjusted how the Pirate Menacing Demeanor Talent works so that it only reduce Rep loss in a similar fashion -- any time you use Intimidate or bribery during a mission.

Barks and Stories
A shout out to the community bark thread here on the forum -- we've leveraged those suggestions to add another 50 barks to the game, short commentary given by the crew whenever encountering a rumor. We've also loaded another big batch of legendary stories from our KickStarter backers into the stories told in the spice hall -- hover over storyteller alerts to see the extended versions!

Bugs that Rebalance
We have made two important bug fixes that are going to cause balance changes for players. We fixed a bug in orbital ops (spying) that was allowing the use of over 100% Skill dice. This was much to the players advantage and ship damage and crew damage cards are going to be more dangerous now. We also fixed a bug in ship combat Talents that restore HP and Morale which was causing them to fail to heal the most wounded first. So, this fix is greatly to the player's advantage.

v2.3.31 - 8/6/2018
- Added new eyewear accessory, military targeting headset
- Added new Contact Trait "Data Hound" always buys Intel, +15% Intel Price -- only if Trait is known
- Contact Trait "Techno Addict" adds +10% Intel Price -- only if Trait is known
- Improved many descriptions in ship encounters to make Reputation rules and impacts clearer
- Added new rank 5 Spy Talent "Stealth Op" which reduces Reputation loss from Missions completed with a stealthy action
- Added new rank 5 Diplomat Talent "Adept Mediation" which reduces Reputation loss from Missions completed with a diplomatic or negotiation action
- Rebalanced Pirate Talent "Menacing Demeanor" to only reduce Reputation on Missions completed with intimidating or bribing actions
- Improved use of Talents during missions -- one bonus Talent (increase Rep, etc) and one mitigation Talent (reduce Rep loss, etc) can activate
- Added 50 crew barks about Rumors from the Steam community suggestion thread
- Added another round of KickStarter "Join the Lore" stories and legends in to storytellers in the spice hall
- Improved slider in Exchange Buying to be more clear about available resources
- Added Gear Type (offensive mod, defensive mod, personal enhancer) to the display and reclassified some gears
- Coalition Founder Achievement now immediately fires on 3rd prince mission, improved description of "Plague Breaker" unlock for clarity
- Enabled Refuel white popout button to open subscreen even when no fuel is needed to toggle auto-refuel
- Reduced cooldown time for Talents discovering hidden Contact Traits to 18 weeks (Shrewd Dealings, Expose Quality, Close Observation)
- Rebalanced all cooldowns for Talents related completing mission steps
- Fixed many story bugs, including vatborn monster not appearing
- Fixed Smuggler's Cache card under-reporting size of discovered stash if increased by Talent
- Fixed bug where "Unstoppable Hunt" was using the last explorer count, preventing further exploration and your reroll
- Fixed bug where "Terrifying Extortion" was allowing you to loot the same cargo twice
- Fixed all ship combat Talents that heal HP or restore Morale to ensure they help the crew members most in need
- Fixed bug where orbital ops (spying, etc) were using Skill values over 200% of the ship's pool
- Fixed bug where unknown Rumors were visible in Star Atlas
- Fixed minor bug with Talents occassionally re-sorting in the mini-games
- Fixed issues with M3400 Hyperwarp EFF drive
- Fixed typos, thanks for the reports!
Star Traders: Frontiers - Trese Brothers

Welcome to the frontier, captains! It has been an exciting 36 hours since launch and the spice hall is overflowing with sharp new talent. Welcome, welcome all -- we'll see you on the boards if you have questions or feedback!

Today, we just have a small patch fixing reported crashes and a few bugs. And Exo-Scout got their missing Talent completed with something pretty deadly versus the xeno -- Burrowing Shots.

We're just pushing out this quick patch release for the weekend. We'll return to a more exciting update schedule early next week with some additional features and content.

We have also rebalanced two unlocks that were unfairly hard -- Adventurer and Master Adventurer.

Cory and I wanted to extend a personal thank you to everyone who is helping us get the word out about Star Traders: Frontiers by leaving a review or sharing the game with a friend! Remember, we're on 20% sale for a week -- don't miss it!

v2.3.29 - 8/2/2018
- Added new rank 5 Exo-Scout "Burrowing Shots": Xeno-only crippling attack causes major bleed and -Res
- Rebalanced "Adventurer" and "Master Adventurer" unlocks to require less artifact finds
- Fixed bugs with one of new Bounty Hunter missions
- Fixed a number of bugs and mismatches with Black Market cards
- Fixed all reported crashes and typos
Star Traders: Frontiers - contact@rockpapershotgun.com (Dominic Tarason)

Don’t let the ‘Traders’ part of the title put you off – while space-adventure sandbox RPG Star Traders: Frontiers offers the opportunity to barter your way to glory, you can just as easily fight, scavenge, explore or even spy your way to fame and financial solvency. Much loved by Sin Vega when she poked around it in early access (especially for its portrayal of piracy), the game is out now, after a particularly active stint in early access.

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Star Traders: Frontiers - Trese Brothers

Tonight, Star Traders: Frontiers is rising up out of Early Access and into its full launch status on Steam. Throughout these 8 months, the community response and level of engagement has been phenomenal. We’ve worked closely with so many of our players to improve the game across the 88 Early Access updates. While we are thanking people who helped make the game what it is today, we can’t miss a chance to thank all of our KickStarter backers who supported the vision for STF from the very beginning.

Early Access may be over but this is far from the end. We will shut down the Early Access Dev Roadmap but will be spinning up a new one with any remaining feature copied over. If you know our studio and our games, you know that we love supporting them and updating them. Star Traders: Frontiers will be no different, so you can expect the updates and continual improvements to continue.

To celebrate the launch, Star Traders: Frontiers is 20% off for the week. There is no better time to tell a friend, leave a review or share the game with your neighborhood streamer, gamer or games community. Thank you as always for helping Cory and I get the word out.


Celebratory Hat
It wouldn’t be a real celebration without a free hat. So -- Update #88 has added a new military-styled hat to the mix.

We’ve also added 2 more environmental art boards to different landing zones -- a new radiation wilderness and a major urban zone that appears on either garden or jungle worlds.

Original Soundtrack
We are proud to announce the release of the Star Traders: Soundtrack as well. Thanks to Peter Venne from Viking Studios, the soundtrack includes 11 minutes of completely unreleased new music for a total of 33 minutes across 6 tracks. The new music will be coming to the game soon but for now you can check it out in the soundtrack. Thanks to everyone choosing to support our efforts and composer through this DLC.
https://store.steampowered.com/app/912470/Star_Traders_Frontiers_Soundtrack/

Bounty Hunter Missions
Edict-bearing hunters gained 2 missions in the last update and now 2 more extended fugitive hunt missions have been added, featuring tracking down a target across multiple urban and wilderness zones. More Edict-specific missions will be rolling off the assembly line over the next few updates, so get your blood badge and get ready to ride!

Enemy AI Gains Ships
We always release new ships to players-only first in order to make sure there isn’t a lurking balance issue or problem that enemy captains and AI could unfairly use against your captains. With enough time for extra testing and metrics under their belts, the Aeternum Vindex and Palace Interceptor have now been handed off to enemy captains to use. Which also opens up a new possibility of getting one of these locked ships -- using a Prize Ship Talent to pick on up!

As always, a huge thanks to our community and captains for giving us such momentum and energy through Early Access. We’re carrying that energy forward into the next phase and onto the next dev roadmap!

We hope you’ll take a moment to press ‘F’ to leave a review or tell a friend.

v2.3.27 - 8/1/2018
- Star Traders: Frontiers launches out of Early Access!
- Released Original Sound Track -- 33 minutes across 6 songs

- Added new hat type -- military cap
- Added 2 new environment arts (radiation wild, garden or jungle urban)
- Added 2 new Bounty Hunter mission types -- multi-hop fugitive hunts among urban and wilderness
- Added Smuggler and Pirate AI that uses the Aeternum Vindex
- Added Bounty Hunter and Pirate AI that uses the Palace Interceptor
- Improved several Crew Combat sound effects for weapons and damage
- Talents "Menacing Demeanor" and "Red Badge" no longer incorrectly fires against Independents
- Fixed bugs in some unlocks not showing correct eligiblity
- Fixed bugs with Talent cooldown display
Star Traders: Frontiers - Trese Brothers

Spacers feel at home in the void and many of them are uncomfortable staying for long periods of time on faction holdings. Space and its endless expanse calls them back. As this crazy Early Access period wraps up, we're glad that so many Captains have joined us, heard the call and come aboard to help us improve the game. We've striven to do Early Access in the Trese Brothers way -- true community engagement, constantly being present, and updating like there are more than 10 of us instead of 2. We hope you've enjoyed it and this will be the final update in Early Access mode before Wednesday's launch.

Tell a friend, leave a review.

If you've played our other games, like Templar Battleforce, you'll know that this isn't going to be an end to the updates. We're working on a new Dev Roadmap now that the EA one is nearly complete, and we'll just slide those last few items over onto the new one.


Hunter Missions
Two new focused Bounty Hunter missions have come online with this update -- where contacts assign you death or capture warrants for a fugitive hiding in an urban zone. More of these Edict-requiring types of missions will be coming online over the next series of updates as well to fill out this part of the mission set.

Void Engine and Hyperwarp Drives
As we continue to balance in advance of the carriers/fighters release, we have made adjustments to both the baseline and upgraded Engines and Hyperwarp Drive components to improve diversity. Previously, many of the upgrade engines (Chaser, Longhaul, Traveler) had the same Skill requirements as stats as the baseline in Pilot, Electronics and Ship Ops. This patch has rebalanced those Skill requirements to provide more variety for both the player and the AI to use. The overall net averages within the system have remained the same, while many individual engines have seen stat changes between 1 and 3 points per pool.

Small Ship Void Engines and Hyperwarps also received small survivability bonuses including some additional Armor and Shielding for the higher-end upgrades.


New Starting Contacts
As we continue to fill out the unlockable content, we've added 5 new unlockable starting Contacts. Every one of them provides access to otherwise harder to find recruits as well as a wider array of mission types and services. The Prospector recruits Explorers, the Retired Xeno-Hunter recrutis Exo-Scouts, the Academy Doctor recruits Combat Medics, the Weapons Smuggler recruits Snipers and the Court Assassin recruits Assassins! The five them pack a mighty punch and offer great new options for new games and new templates.

In addition, the new Weapons Smuggler gives Smugglers a boost with the third starting Contact who can offer Black Market access -- it is easier than ever to start with a good foundation for your illegal trading network. And finally, Retired Xeno-Hunter and Court Assassin both sell Combat Armor which is an exciting opportunity for those chasing early game crew combat survivability.

Faction-Specific Rank Ships
We've upgraded the new ship shopping experience to make sure that Faction-specific ships are always visible even when you can't purchase them. In addition, we've updated the rules so that these ships require at least Military Rank 4 in order to access. De Valtos doesn't sell the Corsair Interceptor to just anyone!


Unlock Eligibility
We've had a few questions about whether or not achievements should have fired during different games, so have now updated the Captains Log > Awards screen to include a short note about your eligibility to score an achievement and its unlock. For each one, you can see if your eligible or cannot get the achievement due to time limit, condition or difficulty level.

v2.3.25 - 7/30/2018
- Added 2 new Bounty Hunter mission types -- hunting fugitives among urban zones with capture of death warrant
- Added 5 new unlockable rewards! Starting Contacts: Prospector (recruits Explorers), Academy Doctor (recruits Combat Medics), Court Assassin (recruits Assassins, sells combat armor), Retired Xeno-Hunter (recruits Exo-Scouts, sells combat armor) and Weapons Smuggler (3rd Black Market starter, recruits Snipers)
- Faction specific ships require at least Military Rank 4 to purchase
- Faction-specific ships are now shown in all starports, but can only be purchased at faction's starports
- Improved Captain's Log > Awards screen to indicate if you are eligible for any give unlock (difficulty, date, condition)
- Fixed issue with Trait-based Black Market offers not showing up (Greedy, Corrupt, Underworld Traits)
- If Black Market access is Trait-based and you do not know the Trait (Greedy, Corrupt or Underworld), access is no longer offered
- Addressed issues with some starting ships (Palace Interceptor, Vindex) not having Passenger Cabins
- Added bonus Armor and Deflection to Mass 2400 and 3400 Ship Engines
- Additional statistical diversification of upgrades for Ship Engines, Hyperwarp Drives
Star Traders: Frontiers - Trese Brothers

Update #86 has brought us to the the final moments of this game’s Early Access phase. It has been a busy 8 months and we owe a huge thanks to the thousands of Captains who have helped us improve the game. But -- we're not done yet!

While the game is coming out of Early Access on Wednesday this week, it does not mean that the content and feature expansions are ending. We don’t plan to slow down or change direction. Exiting Early Access is a milestone on our larger roadmap indicating the game’s readiness, stability and completeness against the goals we laid out for EA. Once we transition out of EA, we will be publishing the Dev Roadmap, looking out into the next year.

Save Slots
Update #86 deploys a major feature that we have been discussing and designing since of the start of Early Access. It took a few months but Save Slots are finally wrapped up, and we finished final testing this weekend. Now any game that does not feature Captain permadeath offers four save slots to store snapshots of your captain’s career. These slots can be restored and played at any time and they store the entire game state. For example, you can start a template you love, do the first few Arbiter missions and then save your progress to one of your save slots. Then you can always come back there quickly from within that game. Or, as I tried in testing today, you could branch your save into 4 directions -- following Erik Faen, Zette Faen, Valencia and the Arbiter’s storylines, each with their own save slot.

The new save slot system will help those players who are looking for ways to explore, try new things, backtrack on mistakes and explore the game in a non-permadeath setting.



To create save slot, open the game menu from within your save and choose Save Slots. Then pick slot you would to use to store your current game state. To restore a save slot, choose Load Captain from the main menu and then use the Save Slots button on the right hand side to expand the list of slots. Pick any to restore. Please take your time, because all save and restore actions are final and cannot be undone.

Talent Wrap Up
As now is the time to finish things, so we have finished the final Talents for the starting set of jobs that are not implemented. Pilot has picked up a new rank 11 Talent -- Wild Flying -- for when you are feeling like a leaf on the wind. Buffing defense and armor, Wild Flying also reduces Accuracy slightly does a small amount of Morale damage to your crew as the ship careens through the void.

For the Crew Dog, Engine Lockdown is the new rank 8 Talent which adds a unique ability. When Engine Lockdown is active, your ship’s void engine is completely protected from damage. This lockdown effect does cost -2 RP, but it can be an important move to make at the clutch moment of battle when engine protection is critical. As an added bonus, locking down the engine frees up power to be rerouted to weaponry with a nice Radiation Damage bonus.


We’ve also added 11 new Talent icons and will be finishing the remaining 15 very soon.

Polish
We’ve also polished all of the new game screens, improved interfaces, spacing and positioning across the board. Typos and small bugs have died in droves. The forges are burning hot at Trese Brothers HQ!

If you love these updates, please leave a review for the game or tell a friend!

Or, join us on the Trese Brothers Discord server where both brothers are available, welcoming Captains and players of our games to come and chat. We’re on there daily -- come share your stories, feedback and join our crew!

v2.3.23 - 7/28/2018
- Save and Restore from 4 save slots per Captain in difficulties without captain permadeath
- Added new rank 11 Talent for Pilots - "Wild Flying" defensive buff
- Added new rank 8 Talent for Crew Dogs - "Engine Lockdown" buff momentarily protects engines from damage
- Rebuilt New Game Skills page with more information and sliders
- Added Reset button to New Game Skills and New Game Attributes for quick changes
- Fixed all variety of refresh bugs in orbit screen (new contact, etc)
- Fixed issue with Trade Law not updating for Rumors in Orbit screen and invisible Quad Rumor bug
- Fixed issues with some ship Talent results such as healing or morale restore not appearing on screen

Star Traders: Frontiers - Trese Brothers


This week's update continues the push on polish and deepening important systems within the game. We're engaging the secondary burners now as we are very close to coming up out of Early Access and into our full Steam status. Full Steam ahead, as they say!

Rumor Recruits
Spice Festivals offer Smugglers and now Mercenary Recruits ensure that there are always fighting men and women -- Swordsman, Pistoleers and Soldiers available in the Spice Hall. More specialized recruit-rumor matching will be coming, but most of the Rumors in the game today are better matched with Jobs that will be released post launch, so we are being patient with this awesome part of Rumors.

Indie Ships
Indies are marginalized at best, often discriminated against and rolled under the treads of the great factions. But among these ostracized, outcast and criminals there are those who fight for indies to have a better place -- the Hunna Collective. With this update, we've added a unique connection between the two factions -- if you destroy indie ships, you stand to lose Rep with the Hunna. Independents have no centralized intelligence system and lack the organization to maintain a Rep with any given Star Trader. However, the Hunna remember. Any infraction less than outright destruction of an indie does not incur Rep loss.


QoL to the Wall
These last updates will be jammed full of quality of life improvements as the final layers of polish are prepared. The long neglected HUD elements that have been missing tooltips now all have them. We've added 2 needed sort routines for crew list (HP, Morale). New Game Contacts now indicates how many Introduction givers you have selected and the Attributes screen is rebuilt. A bunch of Talent cooldown bugs have been fixed as well as further fixing ship encounters and victory or loss results against xeno. We're fixing, improving, waxing!

Our next few updates will return to hammering in new content alongside the QoL. If you're enjoying the update pace, please leave a review and tell a friend!

v2.3.19 - 7/25/2018
- Swordsman, Pistoleers and Soldiers are always available for Recruit whenever there is a Mercenaries Rumor
- Ruthless destruction indie ships may cause Rep loss with the Hunna
- HUD elements (faction flag, rep, health, date, danger, fuel, min fuel for HW jump) now all have helpful tooltips
- Added 2 new sort options to crew list -- sort by low health, sort by low morale
- New Game Contacts listing includes details as to who offers Introductions
- Wiki and Lorebook links now on the main menu for easy access
- Crew Combat Selection Screen details tab now lists Crew Combat Victory Talents for selected Crew
- Improved Civil Unrest and Shortage Rumor implementations
- Fixed issue where some Talents would start on cool-down at the beginning of the game
- Fixed Wild Zone Talents going on cooldown when no damage would be repaired
- Clarified description of many Contact Traits
- Fixing typography, spacing and position issues on different screen resolutions and window sizes
- Fixed issues with Xeno ships indicating Reputation loss from Looting
- Fixed rare issue resulting in Xeno Crew being conscripted
- Improved Ship Combat Preamble rendering and text placement
- Fixed engine burner placements with new ships
Star Traders: Frontiers - Trese Brothers

With only a few weeks remaining in the Early Access cycle, we've mixed a cargo crate of new content with a giant pile of polish for this update. We've introduced new faction-specific ship hulls, rebuilt your new game Contact selection in Templates to make ordering and contact seeding clear, improved Contact linking simulation actions and added 14 story achievements.

Contact Template Choices
Ordering has always mattered when you select Contacts in your new game Templates, but it has never been visible. We have rebuilt the Contacts selection screen and now made the order of selection visible as well as indicating whether or not a Contact will start in your local quad. As the first 3 Contacts do, you can change your selection order to decide exactly which Contacts are in your local quad.

Perhaps even more important for high priority Contact starts -- those Contacts that are not local are no longer spread wide across the galaxy, they are now all generated within 3 hyperwarp jumps of your starting quad. This gives a new captain a powerful starting base with some room to move and grow. High Contact priority builds just got a big boost today!


All 6 Contacts are very accessible


Faction-Specific Ships
Update #84 includes the first two faction specific ships. Sold only be De Valtos and Thulun, these unique hulls are reserved for faction loyalists and only appear in the new ship list when at that faction's starport.

The Syndicate Corsair Interceptor is a sleek hunting craft built by De Valtos shipyards to protect valuable shipments within their trading network. A specialist at cutting down pirates the Corsair Interceptor is popular with Military Officers and Bounty Hunters alike and carries 24 Crew.

The House Thulun Royale Gladius hull is constructed to provide clan VIP a safe and reliable transport. In it's default configuration, this long-haul liner provides comfortable transport for up to three luxury passengers and is popular with both Merchants and Smugglers and carries 30 Crew.


New Achievements
With this update, we've added 14 new achievements covering many of the major story arcs and branches and the largest story vignettes. We wish we could have released these earlier, but we are working as fast as our team of 2 can to get these available. That means any previous runs through these stories will not retroactively score the achievements.

We've also exposed new scores -- how many enemy crew you've killed, how many crew have deserted you, as well as adding a full set of stats about xeno crew and ship combats won, lost and drawn.

There are no unlock rewards yet associated with these achievements. Since they are late to the party, we needed to add them as quickly as possible.

Contact Linking
As the years grind along in the simulation, Contacts die and new ones are created. We've adjusted the rules for Contact linking to create more new links as Contacts come and go, and to encourage Contacts with Traits like Well-Connected or Born to Royalty to make new allies at a faster rate than their less chatty counter-parts. Conflicts can also send ripples through these, create new enemies and allies in the great struggle of the factions.

v2.3.17 - 7/18/2018
- New Ship: Corsair Interceptor (De Valtos Syndicate only; anti-pirate cruiser)
- New Ship: Royale Gladius (House Thulun only; passenger transport)
- Improved Template Contact selection to show importance of ordering Contacts and which ones will be in the local quad or not
- Improved New Game Contact placement -- non-local Contacts are now placed within 3 jumps of starting quad
- Improved the generation of new Contact Links following Contact death
- Added new Contact action "Establish new Ally" for Well Connected, Born to Royalty and high Influence contacts
- Increased the impact Conflict victory and defeat has on Link Density and Link Ratings
- Added 14 new Achievements, covering major storylines, story vignettes and fighting xeno in crew combat
- More Captain Scores now displayed in score screens: Enemy Crew killed in battle, Crew deserted
- New Captain Scores recorded: Xeno Crew Battles won and lost, Xeno Ship battles won, lost or drawn
- Fixed bugs with personal objectives hanging in story missions
- Fixed bugs with Talents related to trading into Conflicts like Trade Bans or Wars
- Increased the Influence loss effects of 'Plague Outbreak' rumors on Contacts
- Fixed missing ship descriptions and tag lines in new game and starport
- Rebalanced Vrax Hauler
...