Update #183 brings a series of new features to the starport and exchanges on grav worlds to help established merchants, prize ship hunters and captains of all type get their void-faring work done faster and easier. We've also made a pile of changes to improve the October Community Challenge which put some odd strains on the game!
If you're enjoying the pace of updates, please leave a review!
Firefly Tour Challenge
Update #183 includes some fixes and balance changes specifically aimed at making this month's community challenge more playable. The community challenge -- linked below -- involves surviving 14 years with only Officers and your Captain on board the ship, in honor of Firefly's 14 awesome episodes and their tight knit group. October Community Challenge: Firefly Tour
Update #183 reduces the minimum head count required for Orbital Ops to 5 which makes this far more achievable with officer-only setup. We've also fixed a bug with the screen locking up on orbital missions if you have less than the minimum head count on board. Finally, we fixed a bug we had never seen before -- the "chain of Storytellers" in which one Storyteller could boost another Storyteller's Morale who would in turn boost another Storyteller's Morale ... its not something you'd ever see in a larger crew but it was causing some occasional issues for this popular challenge!
Fire Sale!!
The Exchange and Black Markets now have a new fire sale button! The "Sell All" button will sell all goods that can be sold in the current market at a profit. The button is not picky about how much of a profit, so be sure to check the totals displayed in the table before clicking -- even a few credits will get a cargo row tossed into the fire.
However, for most trading this is a welcome addition to speed up the pace of cargo hauls! Thanks to the players suggesting it and enjoy!
Repair Dry Docked Ships
Ships parked in dry dock have long had the disadvantage that they could not be repaired. This could create some challenging situations for launching them as sometimes their officer cabins or barracks could be so damaged that your current crew couldn't transfer over for a valid launch event! Now, you can repair local dry docked ship in the starport by swapping into their repair list. Use the white arrow button in the repair box in the zone to open the repair detail and you'll see a list of any dry docked ships there. Swap in and repair! This can also help you net a better price when selling a ship, as component damage tanks the resale price of a vessel.
We've also made some improvements to how certain classes of story missions are set to expire -- specifically those by Calagan Faen and the Arbiter. In both cases, now as the Eras roll by and major political events happen if the mission is still pending as an offer from the Contact it is immediately expired. However, if you've already accepted the mission then it will not expire out from under you suddenly.
v2.6.23 - 10/9/2019
- Added "Sell All" button to Exchange and Black Market which makes all profitable trades in a single click - Added ability to repair locally Dry Docked ships in the starport - Improved story handling of expiring missions for Calagan and Arbiter Brokstrom -- better cleanup for mission offers and no clean up for missions in progress - Fixed crash for Community Challenge "Firefly Tour" to prevent possible crash during Paying Wages - Reduced minimum head count required to engage in Orbital Ops and orbital missions to 5 - Fixed bug causing game freeze when attempting an Orbital Ops mission with less than minimum head count - Added note to all orbital operations (Spy, Blockade, Patrol, Salvage) that 5 is the minimum head count required - Improve new Trait mutation paths for even better results, fixed bugs causing some characters to get Trait overflow
Update #182 is almost entirely dedicated to Traits and Contact Traits with a massive addition of 15 new Traits, one new Contact Trait and further refinement and deepening of all Trait mutation systems. With this big addition, we're excited to finally be marking some of the content items off the dev roadmap -- having now exceeded 210 Traits, we've cleared the "+100% Traits" goal that we put up for Trait expansion.
This doesn't mean that more Traits aren't coming, but we're getting close to knocking down a number of these categories (+33% Jobs and Talents is next).
If you enjoy the constant updates and new free content, please leave a review and tell a friend!
Piles of New Traits!
Update #182 comes loaded with new Traits, many of them inspired by or directly suggested by the community. A big thanks definitely goes out to @DrSpendLove for suggesting at least half of these! We've got -- Ace Pilot, Bad Eyes, Bloodstained, Bulky, Daredevil, Diggermind, Fast Talker, Flexible, Lonehawk, Maimed, Surehand, Self-Taught, Wayfarer, Well-Rounded!!! That's quite the list and its a mix of good and bad Traits to enjoy.
Ace Pilot, Daredevil and Lonehawk are specifically craft pilot focused, so watch for these when considering your choices on carriers.
We've also spent some time tuning and refining the Trait mutations, creating more links between Traits and game events and preventing odd Trait crosses. With this update and the new additions, we've added more strong faction-links to Traits -- meaning Traits like Diggermind are most prevalent on Javat where existing Traits like Spatial are most likely to appear in Alta Mesa crew. We've improved the list and added more to further differentiate the factions over the course of your crew's Trait evolution.
If you end up with Bad Eyes from exposure to Radiation or Maimed after falling under xeno claw, you can visit Chaesin and Gestalt clinics -- they can help recondition these Traits out.
Contact Traits
With Update #182, we've added the 60th Contact Trait -- Hunted. A Contact who perhaps has had a brush with death or assassins in the past can't shake the feeling that someone is gunning for them. Hunted Contacts hire out Bodyguards, avoid violent missions and offer cheaper pardons.
In addition, we've pushed more rules about Pardon pricing to Contact Traits -- Traitor and Corrupt Contacts are willing to take lower price Pardon offers as a form of bribes while Greedy Contacts always charge more.
Desertion
We've made some nice improvements to desertion this update. First, we've increased the maximum bonus that a veteran's tenure can provide from 25% to 35% -- their weeks and years on your ship will now make them even more resistant. Combined with other factors (landing on a world that doesn't match their faction, on a world that is a syndicate when they are a clan or just landing somewhere indie) your vets can reach over 100% resistance to desertion.
Another important note about desertion -- the new Wayfarer Trait can cause some issues with Officers. Those Officers who have Wayfarer gain +4 Wisdom by they are also wanderers and seekers and are willing to jump ship if their Morale is low, even when they are Officers. Otherwise, Officers never desert. So, be sure to know your Officer's Traits.
We've also fixed a bug that cause the Ship Skill Pools to not correctly update after desertion was prevented by Talent or Trait.
v2.6.21 - 10/4/2019
- Added 15 new Traits (Ace Pilot, Bad Eyes, Bloodstained, Bulky, Daredevil, Diggermind, Fast Talker, Flexible, Lonehawk, Maimed, Surehand, Self-Taught, Wayfarer, Well-Rounded) - Added more strongly faction-linked Traits for newly recruited crew (Javat to Diggermind, Alta Mesa to Ace Pilot, as well as others new and old) - Added more Trait mutation paths from ship and crew combat results - Added new Trait "Surehand" which can grant Gunnery Skill Bonus up to +12 - Maimed and Bad Eyes can be healed by a mix of Chaesin and Gestalt Reconditioning - Added new Contact Trait "Hunted" with cheaper Pardons, less violent missions and Recruits Bodyguards - Updated Contact Traits Corrupt and Traitor to charge less for Pardons while Greedy charges more - Fixed issue with some bonus Skills from officers not appearing in Ship Status / Logs (from Neverlost, Spatial) - Increased maximum desertion resistance bonus that a long tenure on the ship can give a crew member by 10% up to 35% - Fixed bug with Desertion prevention Talents and Traits not always causing Ship Skill Pools to refresh properly - Corrected inconsistency in Born Hunter Trait description
While we are still hard at work on Star Traders: Frontiers dev roadmap -- with another big Era release and major milestone coming this month -- we are very excited to preview our next project -- Cyber Knights RPG.
It is early -- we're deep in pre-production -- but want to share the exciting news (outside of our Patreon who have been watching for a while).
Cyber Knights invites you to lead your shadow company of mercs through the New Boston Zone in 2231, testing not only your skill and what you'll compromise to make it big but also your loyalty to each other and how much you're willing to sacrifice. Built on a core of turn-based gameplay featuring stealth, hacking, ambushes, firefights layered over merc company management, base building and criminal networking, Cyber Knights weaves a sharply human story in a dehumanizing cyberpunk world.
So, while it is early, if you like are enjoying Star Traders: Frontiers, like our style of games or love our dedication to updating and expanding our games, sign up to get the call!
In the meantime, enjoy some concept art and tell a friend! Cyber Knights RPG is coming.
Update #181 arrives to close out September and helps us preps for a really big October. With this release, we've added new character outfits, are nearly done rebalancing all of the Risk and Reward factors in the operations, pushed in some important ship component improvements and have done another round of minor improvements to the quad map and star atlas. From here, we have a few more big quality of life focused releases coming up before we drop the later October update that will close out the v2.6.x family of the dev roadmap with a bang, a boom and a scream in the void (new xeno, new era, new Job!).
New Outfits
While most of the outfits in the latest additions have all been matched, we've added two unique outfits today with Update #181. Before you get your pitchfork, these outfits were suggested and detailed by some of our Patreon supporters (https://patreon.com/TreseBrothers). If they're popular, we'll look into making a matched set for each but these are additions thanks to our awesome patron crew who support us every day.
First up, we've got a space-punk swordsman and second up we have a sleek and simple fashionable attire suitable for captains, diplomats, merchants and also I am betting that works for assassins too. You try and tell us what you think, captains!
Rebalance Spy Risk and Reward
We've been gathering feedback and input on the new Risk and Reward rebalance and by and large are very happy with the new results. We've continually rolled out new sets of Risk and Rewards for a new type of operation each update for the last few updates, to be careful not to upset everything at once. Still, everything in the orbital and ground ops just feels better now, and the feedback is good so we are marching forward! Spy has now had its Risk and Reward math, all reported bugs fixed and all oddities about really high Skill pools causing unpleasant results are resolved.
Ship Component Improvements
With Update #181 we improved the Valkri Missile Pods, the level 8 ship weapon. For that price tag, they needed to pack a bit more punch and accuracy. We've also added Ship Ops requirements to every Prisoner Cell and Passenger Cabin. This helps bump the Ship Ops pools on ships that may be investing heavily in Missions and is overall a definitely improvement for captains across the void.
Improved Map and Star Atlas
We're bringing in new suggestions from the community every week and this week we picked up a few more related to the Star Atlas and the main star map hovers. We've added Trade Permit values to the hovers over zones so you don't need to remember whether or not you have a permit with a faction when shopping on the map. Also, we've added the phrase "trade law X" to the searchable term -- while it isn't perfect it can help when you're looking for some specific trading zones.
We've got a few more great requests this week about QoL in these areas and are looking forward to rolling in more community feedback in the next updates!
Thanks to everyone leaving a review and especially to our Patreon supporters.
v2.6.19 - 9/27/2019
- Added 2 new character outfits suggested by Patreons -- sleek and stylish outfit and gray and space-punk swordsman - Improved Risk and Reward factors weights for Orbital Spy including all zone stats, Rumors and other influences - Improved balance of level 8 ship missiles, Valkri Missile Pods - Added Trade Permit level with faction to hover over systems on the quadrant map - Added minor Ship Ops Skill requirements to Passenger suites of all kind and rebalanced Ship Ops requirements for Prisoner cells - Fixed bug that allowed some non-local starting Contacts to end up on Indie zones - Added searchable string "trade law X" for all visited zones in the Star Atlas - Fixed issue with incorrect jump count shown when navigating to distance quad from Star Atlas - Fixed mobile issue where too many Contacts could run off screen
Update #180 comes burning out of the system, opening up the frontier for traders, pirates and anyone traveling the void's lanes. With a major new filter in the Star Atlas, a new unlockable ship for purchase, further extension of the new enemy ship selector and a full rebalance of Blockade's risk and reward system, Update #180 full of improvements requested by the community with solid adds of new content.
Star Atlas at Range
The new star atlas jump filter allows you to populate the Star Atlas with zones that are outside of the currently selected system. The default comes up only showing the local zones, but if you want to cast your net wider, you can pull down the filter drop down and pick any range up to 4 jumps distant, and these zones will load in.
This will greatly increase the number of potential zones shown, as even using the 1 jump filter will pull zones from any quad within 1 jump -- which might be 1 to 4 new quads on the regular. So, it is very important to use additional filters and search to narrow down the list.
For example, look for any wilderness zone within 1 jump. Or, search for any zone that "sells explosives" within 3 jumps. Or search for a "mining" zone within 4 jumps. You can peruse what the galaxy has to offer with new ease!
Sorting by distance can be a big help to keep things useful.
Azurite Cruiser
Locked behind the Master Explorer unlock, the Azurite cruiser is 7000 Mass class combat vessel coming off the starport shelf with many upgraded components including multiple Shielded and Reinforced types of components, Deflector Array 4, upgraded weapons and more. Also promising the best-in-class base Armor for a 7000M ship and with the highest medium slot count of 10 and still packing 11 smalls -- the Azurite stands out as combat ready but also prepared to be retrofitted for many other types of duties.
The AI isn't yet flying the Azurite but will get the option soon.
Blockade Risk and Reward
The same major rework coming through Explorer and Patrol has now touched down in Blockade. All of the underlying math to determine Risk and Reward from your crew's Skills as well as all of the local factors from Danger to the zones' Economics, Starport and Military have been fine tuned and improved. We've also made a second pass on Patrol, tweaking a few things and make it even better.
You'll really feel the benefits of Patrolling and Blockading at ripe systems and can feel the pain of doing it in the wrong places even more clearly.
Quality of Life
We've also jammed a pile of community requests and reported fixes into this release.
A long running issue that allowed some of your starting Contacts to end up in Aetaan Char's faction has been resolved.
We've further expanded the AI's ship selection routines, spicing up Pirates and Military Officers with a few more options.
We've added some missing tooltips to the crew list screens and to craft during ship combat. Finally, we've fixed some issues with hanging story objectives in some branches of the new Era content.
v2.6.15 - 6/17/2019
- Star Atlas now supports jump filter, allowing viewing of systems outside of the currently selected quad, up to 4 jumps - New Ship: 7000M Azurite Cruiser (Heavy Combat Ship) - Unlock Azurite Cruiser with Explorer II - Permanently fixed all occurrences of starting Contacts being in Aetaan Char's faction - v4 of rebalanced enemy AI ship selection -- now with more than 110 ship AI - Revised and Updated Patrol risk and reward weights based on player feedback and results from v2.6.13 - Improved Risk and Reward factors weights for Orbital Blockade including all zone stats, Rumors and other influences - Improved hovers for Small Craft in Ship Combat - Improved missing tooltips on Crew List / Trait List / Talent Manifest screens - Fixed hanging story objectives that could be left during Buried Demons story branches
Update #179 brings another wave of improvements to enemy ship selection, a rebalance of all the risk and reward factors for Exploring and Patrol, as well as adding all the missing operation Talent sections to the Talent Manifest (Explorer, Black Market, Salvage). We've also pushed more powerful and varied effects into Rumors, Military Rank and high Rep with factions.
As we start the march to the next major Story Era and Job milestone, we're hammering away on quality of life, systems balance and community suggestions. So a huge thanks to everyone posting feedback, suggestions and bugs!
Ships Galore
We used Update #178 as a release and testing ground for the new rewrite of the enemy AI ship selection. This let us test out the new system, gather data and we had to hotfix a critical bug. Now that everything is confirmed working, with Update #179 we've revved the engine and actually applied gasoline. Boom! The enemy ship AI has a better sense of progression and has more than 100 more options across the board through the tiers of levels and with different captain types. We're eager to hear feedback from the player base, but we've taken this very important project slowly in multiple stages to ensure that this part goes smoothly and leads to a more balanced, fun and challenging experience for all captains at all difficulties.
Risk and Reward Factors
With Update #179, we've completed a rewrite of the Risk and Reward factors of Patrol and Exploring. The factors remain unchanged -- Explorer, Tactics, Danger, etc -- are all still what derive the % for Common, Good and Rare rewards, for example, but the math to combine all those factors has been adjusted to better take into account the large swing of scale of these values as well as the modifiers of Rumors and Conflicts.
This also addresses some issues that were reported about the values oddly shifting as certain Skill Pools got very high as well as some oddities with high Danger planets not being dangerous enough. They're dangerous, we fixed that!
One of the dangerous improvements to Explorer is that system-wide Ion Storm and Meteor Storms now increase Exploration risk of ship and crew damage.
Talent Manifest Expansion
We've now added the 3 missing sections to the Talent Manifest to cover all the wide variety of Talents for Explorer, Salvage and Black Market. Each major Talent type has its own section, making it easy to check on your crew's prowess within any given specialty operation and the cool down status of these Talent groups.
Rumors, Rep and Rank
We've added more effects to high Reputation, high Military Rank and recruiting Rumors.
First up -- very high Rep Captains can gain additional bonus levels recruiting anyone from a zone with Starport 8 or higher. These bonuses can be especially significant when combined with other Rumors and factors -- starting at 500 (+1 non-combat), 800 (+1 all), 1100 (+2 combat, +1 all others), 1400 (+2 all) and 2100 (+3 all).
Next up -- Permit Rank 4 and Military Rank 13 and higher both have gained additional bonuses to their recruit types. For example, Permit 4 now gives +2 level bonus to Smugglers.
Spice Festival, Academy Graduation and Mercenary Rumors also all got their level bonuses boosted, giving even better options for spice hall and contact recruits.
With all the changes, the new theoretical maximum for a recruit is now level 16, but it would take a lot of work and the right Rumor conditions!
v2.6.13 - 9/11/2019
- v3 of rebalanced enemy AI ship selection -- now with more than 100 ship AI - Improved Risk and Reward factors weights for Explorer including all zone stats, Rumors and other influences - Improved Risk and Reward factors weights for Orbital Patrol including all zone stats, Rumors and other influences - Very High Rep Captains (Star Hero and above) increase bonus Recruit Levels from affiliated Starports of Rating 8 and above - Increased Recruiting Level Impact of Rank 13, Mercenaries, Graduation and Spice Festival Rumors - Revised some negative Trait mutation tables to better match each event's theme (void, wilderness, spice, piracy) - Ion Storm and Meteor Storms now increase Exploration risk of ship and crew damage - Fixed bug where a Military Officer might be sailing a Xeno Spine ship (oops!) - Fixed bug that allowed xeno ships to surrender due to Morale loss in certain situations - Fixed occasional crash in UCF Founding cut scene
Update #178 follows on the coat tails of the HIGHFALL expansion with all new improvements to the enemy AI ship selection logic as well as a wave of new ships showing up in the hands of enemy captains. We've also fixed a pile of issues with Buried Demons and the HIGHFALL story Eras, some typos and label mismatches and rebalanced a few ship components.
Enemy Ship Selection
We've focused on this major change for this update, as we have completely rebuilt and rebalanced the enemy AI's ship selection logic. The first and foremost benefit of this is that enemy captains have far more variety available to them in their ship selection. This has not only increased the variety you'll see in lower levels, but granted higher level captains access to more powerful ships later in the game. Finally, this will further improve the appearance of faction specific ships, making it all the more likely that an enemy captain will be flying one of these rare hulls.
As with many of the big improvements we've been making to the AI stack, this has its roots in adding carriers to the enemy's arsenal. Another big notch ticked for that project!
HIGHFALL Story Eras
A big thanks to everyone reporting any inconsistencies or bugs with the Buried Demons story and the resulting story Eras that can come out of it. We've been receiving saved games and details from players and have swept the board pretty clean of remaining issues with #178. In this patch, we've cleaned up the last vestiges of some of the major characters (won't name them for spoilers, but you know...) having the opposite reaction to your actions than expected.
v2.6.9 - 9/7/2019
- Rebuilt and rebalanced enemy AI ship selection -- captain types have more variety in their ship selection - Enemy captains gain more access to different and more dangerous hull types as they progress in level - Enemy captains are more likely to use their faction's unique ships, especially military type captains - Resolved issues with main characters in Buried Demons having wrong reactions after the Era start - Fixed label for mass reduction components in ship display and starport - Fixed ECCM Screen Matrix 3 and 4 Ship Ops level - Fixed reported crashes and typos -- thanks!
Update #177 follows up on a big week after the release of the Dissension/Consolidation Era with HIGHFALL major milestone. We're working to get back to regular order and quick cycle updates, but still have some patching and clean up to do. Tonight's patch focuses on major improvements to the starport upgrade rules, filters and sorting as well as some important story patches.
Salvage Bay Rules
Every Star Trader's vessel requires a cargo hold -- at least one, of any size. With Update #177 we've made a rule change that now allows the large Salvage Bay components to count as a cargo hold. These Salvage Bays provide cargo storage and also important bonuses for anyone playing the Salvage orbital op. We've removed the restriction that prevented these cargo-providing components from counting for the rule and have opened up some new and exciting angles for ship design!
Starport Filters and Sort
The list of specific improvements to filter and sort is pretty long and can be probably summed up in "more filter categories, better filter specifics and better sorting." Overall, its cleaner and easier to use and find what you are seeking, but just try it out and see what you think.
In specifics -- since Salvage Bays are now counting as cargo bays, they appear in both the standard "Ops" filter as well as the "Cargo" filter. We've added both "Offensive" and "Defensive" filters and reclassified the components which fit into these to be clean and clear. This has also meant a lot of shifts about what is in the "Ship" filter, but again its clearer and simpler. We broke a new filter category "Medical" out from the Crew filter entirely, except if the medical component provides an Officer Cabin it still appears under "Crew". Similarly, we broke out "Mission" from Cargo entirely, splitting off Passenger and Prisoner components. Finally, for filter, the "Small Craft" filter now includes Launch Bays *and* Hangars which it was missing before.
Potentially even more importantly, we rebuilt the default sort in starport upgrade screen to group components together (all Nav Assist Modules together by default) which is a huge boon in finding things faster.
Buried Demons and new Era
We've patched all the reported story issues -- thanks to everyone for sharing these and especially for sending in saved games. A few crashes were fixed, including those at the end of the "False Trail" mission. We've also fixed an issue where Trike would appear unexpected even though you had made choices that mean he shouldn't be there. A few more bugs were fixed and we'll keep hammering away at any and all situational mistakes we've made until everything is 100% smoothed out.
Thanks for playing and if you're enjoying the game please leave a review!
v2.6.7 - 9/2/2019
- Salvage Bay components now classify as Cargo Hold to fulfill the requirement of always having a cargo hold - Improved, re-categorized and added more starport component filters to make finding upgrades easier - Salvage Bay components now appear in both "Cargo" and "Ops" filters in starport upgrade - Added "Offensive" and "Defensive" filters to starport upgrade and reclassified components into "Ship" to simplify search for components - Added "Medical" filter to starport upgrade for all medical bay and hospital components (separated from Crew) - Added "Mission" filter to starport upgrade for specific Passenger and Prisoner component types (separated from Cargo) - "Small Craft" filter in starport upgrade finds both Launch Bays and Hangars -- easier to equip your carrier - Improved default sort in starport upgrade screen to group components together (all Nav Assist Modules together by default) - Fixed crash at the end of Arbiter's "False Trail" Mission - Fixed issue with decision in Trike mission not being correctly remembered later - Fixed issue with Rep damage not actually processing at the end of one of Buried Demon's choices - Fixed reported crashes and typos -- thanks!
The HIGHFALL major milestone unleashes a massive new story addition with 2 new story Eras as well as a new highly defensive fighting job, the dual wielding Bodyguard. This major new story expansion includes a major arc that moves forward the political story of the galaxy, brings new powerful characters to the fore and threatens to upend some of the order you may have helped establish. Please be careful with spoilers within the community, there is some *major* stuff in here!
On top of this major milestone, now is the time to join in and save 33%. If you're enjoying the game and continuous stream of major new updates without any DLCs, please take a moment to leave a review or tell a friend. If you're new to the frontiers, post your comments, feedback and suggestions to the discussion board or join us on our Discord where there is a great community to help!
Cracking Open v2.6.x
With this update we've smashed open the new group of the development roadmap. The first item in v2.6.x has fallen with the release of these two dueling eras and the new combat job.
To see more detail about what is coming next, check out our development roadmap which details the next major features and content expansions as well as our on-going content expansion initiatives.
Two New Story Eras
This update releases a major wave of story content, major branch points for the galactic story, new characters to meet, new rewards to chase and new challenges to face. This includes 2 new Eras -- Dissension and Consolidation -- which are mutually exclusive in the storyline. Your choices might help drive the galaxy one way or the other. And with each comes a heap of new content and additions to explore -- all new rules for the simulation including 2 new unique Rumors, 4 Era-specific rules for what types of cargo enemy ships are carrying, 6 new Contact creation rules to set the tone of the Era as well as a specialized Conflict setup rules and more. You might see some ship you've never seen before due to these Eras and will definitely meet some all new characters.
Keep an eye out for the "Buried Demons" storyline introduced by Silvaine von Sha to get a start on it. These Eras will only get started if you've already reached the 3rd Century Era, but will appear in any game no matter how far along you are.
In the dept of "even more new stuff" these Eras can also release up to 3 new specialist ship components as story rewards as well as an entirely new tier of ship weaponry!
Bodyguard Joins the Ranks
The Bodyguard Job is now available as the 34th Job of the frontiers. This defensive-focused fighter dual wields pistols and blades while mixing high power defensive buffs with well-aimed disabling hits. Protecting a target is a mix of keeping the enemy off balance and blocking incoming hits. The Bodyguard boasts a truly new Talent type -- Honor Guard which grants an 75% Auto-Block chance to a friendly crew member who is behind the Bodyguard. Each hit that is blocked has a 50% chance of ending the buff, but its a great way for a front-line bodyguard to protect the back-line.
The Bodyguard is also unique in having 4 Skills which stretches his or her Skill set pretty wide -- Pistols, Blades, Evasion and Tactics. Without a doubt, the best Bodyguards will be Officers with complementary Jobs. The Job combinations are staggering and extremely fun to play with -- from the Assassin, Military Officer, Bodyguard to the Spy Bodyguard, Swordsman -- there are too many too count and we're excited to see what you captains cook up!
Bodyguards can also provide life saving Talents to protect other crew and officers and special mission bonus payments for passenger and prisoner missions.
Bodyguards can be recruited from High Princes, Judicial Counsels and Courtesan Contacts.
v2.6.1 8/26/2019
- Added new pistol-blade wielding "Bodyguard" Job, unique defensive fighter and team defender! - Added 6th Story Era: either the Era of Dissension or Consolidation - Choose a side in the growing galactic tension between the UCF unionists and the faction leadership - All new simulation rules, Rumors, Conflicts, and Contact actions/mutations during these new chapters of the United Coalition - Added new story vignette to introduce the Era, "Buried Demons" with Thulun Intelligence Officer - Added 3 new specialist ship components available through story choices and rewards - Added 2 new unique crew weapon/armors available through story choices and rewards - Added 2 Era-specific Rumors as Coalition power shifts -- "Anti-Coalition Riots" and "UDF Recruitment Drives" - Added 4 Era-specific special cargo rules for Merchants, Smugglers and Pirates - Added 6 Era-specific Contact creation rules to seed the Era new blood - Added 8 new ship weapons released by the Era progressions -- gear up for advanced warfare! - Added 3 new major story characters who can have wide impact - Added new Era-driven ship encounter and mechanics and 2 new Era-driven cards for orbital ops games - Added 2 special Missions available in different story paths of the Eras, including a chance at a first meeting with legend from Templar Battleforce - Rippling story impacts can flow into other Eras like the Plague - Recruit Bodyguards from High Prince, Judicial Counsel and Courtesan Contacts - Improved Alta Mesa component "Battle Bridge" with Void/Res Resist and +Accuracy % - Contact Search now picks up Trait-based services like Offer Rumor due to Techno Addict Trait
Update #176
We've now released Update #176 with some exciting new content and balance work for the Bodyguard. As we want to keep this news item top of our roll, we're just adding it to the bottom here.
v2.6.3 - - Added 3 new Era-specific missions for Arbiter Brokstrom and other Coaolition Contacts during the Consolidation Era - New mission types now capable of spawning beneficial Rumors and Contacts such as Starport Boom or UDF Recruitment Drive - Fixed bugs with bounty hunters sent by Thulun being in the wrong ships / factions - Adjusted theme of Bodyguard's "Tactical Shove" Talent to push someone back instead of forward - Bodyguard's "Protective Instincts" on Init Talent can now be used from any slot including 4 - Fixed Bodyguard's "Low Blow" to not give buffs to the attacked enemy - Adjusted Bodyguard's "Body Shot" to not be useable from slot 3 - Bodyguard's "Hamstring Slice" has debuff slightly reduced, now -2 Init and -10% Damage - Fixed inconsistencies in Bodyguard's "Screening Fire" buff and upgraded to a 1.5x Initiaive cost - Fixed extremely short cool down for Bodyguard's "One Step Ahead" Talent - Added missing description for Bodyguard Job
We dropped a quick Sunday night patch to stabilize a few bugs that had escaped the lab due to the new Era development. In the Crowning Smuggler storyline an unexpected character might appear and spout some nonsense. Also, there was a crash in the lab near the end of Zette's storyline.