Star Traders: Frontiers - Liviana

Hello captains! As we move into the 4th year of Star Traders: Frontiers development, we are continually seeking to improve the game. We are gathering the big topics for this year’s roadmap and we want to put extra attention on parts of the game that are tripping up both new and veteran players.

We'd like to ask you to fill out a short survey to help us identify the key areas where we could improve clarity of game systems.

You can find the Google Form survey here: STF survey

The survey will be open until December 15th.

We’d appreciate it if you could take a few minutes to fill it out and thank you in advance!
Trese Brothers Team
Star Traders: Frontiers - Trese Brothers
Hey Captains, it's Steam awards season! Star Traders: Frontiers is eligible for the Labor of Love award, if you all would like to nominate us. We celebrated 3 years since Star Trader: Frontiers' launch this year, with near-weekly updates to the game with new content, improvements, and changes based on your feedback.



One of the biggest post-launch additions we've ever made to a game — MOD SUPPORT — was added this year. The mod version of the game also automatically grants all unlocks, giving everyone who doesn't want to play with achievements access to all ships, contacts, and captain jobs from the very beginning. This year's also been a big one for UI improvements from your suggestions, including easier mission plotting, better trade ban & faction conflict warnings, menu access during combat. And we'll save the full tally for an end-of-year roundup, but there's certainly no shortage of new content added to the game!

You all know we're hard at work on our upcoming heist RPG, Cyber Knights: Flashpoint, but we're still adding to ST:F, with plenty more planned for it. So long as we know you're all still enjoying Star Traders, we'll keep bringing more to it.

Head to the Star Traders: Frontiers page if you’d like to nominate us!

Star Traders: Frontiers - Trese Brothers

Update #284 returns to ship combat meta to add new options for building our your specific strategy as well as improving well-known routes. Adding 4 new ship components that boost the Radiation or Void damage of your ship weaponry opens up an avenue for high focus on disabling enemy ships while buffing the ability of armored components of all types to soak up damage to your ship further empowers the heavily armored meta. To help in both cases, we've made the combat logs clearer, better organized and added missing lines of detail.

For a different flavor of Trese Brothers sci-fi, check out Cyber Knights!
Our next game, Cyber Knights: Flashpoint is under development. Set in a different universe than Star Traders, we think much of what you all love about STF (a lore-rich world, many ways to play, strong independent spirit, lots of RPG depth) is shared within. Learn more about the Cyber Knights setting on its Steam page, or check out this video showing a ton of art and discussing the game design.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Phase Inflectors for Crippling
Update #284 has added 4 new medium slot components which increase the Void or Radiation Damage of your capital ship weapons. These Quturaan and Katteduun Phase Inflectors can only super-charge one type of damage or the other, so focusing on a certain class of ship weapons will be important to make the most of your bonuses. Captains focusing on pulverizing a ship and crew into submission with Void and Radiation Damage now have all new angle to customize their ship. The most powerful Phase Inflectors are sold exclusively by Rychart (Void) and Thulun (Radiation) starports,

To help with the new components and bonuses, the ship combat log now reports Void and Radiation Damage to a ship on a separate line.


Advanced Armor Protection
Armored components have always helped reduce overall Standard Damage that is passed through to your Hull and then turned into internal damage to turn your components into ash. With Update #284, they have gained a new intrinsic way to help prevent destruction to your ship's components even after all the dice have been rolled.

Once all the damage is totaled, components from your ship are selected in a series of rounds to take portions of that damage. All types of components that are designed to provide additional protection (even not those explicitly armor) are now more likely to be selected to "soak up" the damage and protect other components from taking it. In a large ship with only one or two armored components, this effect may be pretty minor, but as you increase your set of armored components this balance change will come into play more readily.

Specifically:
  • Exploration Seals, Orbital Platings, Orbital Sealing increase their chance of getting hit by 20%.
  • Armored Bulkheads, Hull Plating, Reinforced Structures and Battle Prows increase their chance of getting hit by 35%.
While this can help protect other key components -- such as Piloting modules, ship weapons and the engine -- it can also help more rapidly reduce a ship's armor as the armor components take damage and drop offline. If a ship is built with redundant Armor %, this double-edged sword effect will be prevented from taking effect longer.


Improved Combat Logs
The ship combat logs now include the Radiation and Void Damage of both capital ship and small craft. This key missing piece of intel is key for disabling captains to understand how their hits are hitting! We've also adjusted the spacing and lead in on most of the log lines to make them more clear and stand out from each other -- such as using (T) for Talent and (!!) for a Crippling Effect which now both really jump out in a busy logged turn.

There are some more exciting meta changes coming for ship combat and improving strategy options, so stay tuned and we will be upgrading the combat log hand in hand as we go.



v3.2.17 - 11/22/2021
- Improved many armor/protection focused components to increase chance of taking hits in combat, therefore protecting other components
- Added 4 new medium ship components (Quturaan and Katteduun Phase Inflectors) which increase ship weapon void and Radiation Damage by percentage bonus %
- Best Phase Inflectors are sold exclusively by Rychart (Void) and Thulun (Radiation)
- Improved ship combat logging to include details of Radiation and Void Damage from ship weapons
- Improved formatting and consistency of ship combat logging
- Clarified Damage Bonus in ship Talent and component effects as "Standard Damage"
- Clarified description of "Upstaged Success", it does not increase Contact Influence gains
- Fixed reported typos and crashes
Star Traders: Frontiers - Trese Brothers

Update #283 continues a series of improvements to carrier and craft, enables quick use of save slot with keyboard shortcuts, brings the BOOM with the addition of PlasBombers and improves Salvage profits from destroy ships. It's new content, community-requested quality of life features and fine-tuned balancing. It's Update #283, the Plasma Depth-Charge!

If you are enjoying the pace of updates and new content please remember to leave a review and tell a friend.

Speaking of new, new new -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


Quick Save Slot Access
Save Slots just got one big step easier to use! There are now 4 configurable hotkeys that can let you save to a slot straight from the game's main map. Defaulting to 7, 8, 9 and 0 these respectively save to slots 1, 2, 3 and 4. As with most hotkeys, we suggest you bind them to fit perfectly into your keyboard setup. While playing this morning, one thing that I found that worked well was to move just one of the save slot hotkeys under my main hand so I could mash it all the time as a basic "auto-save". When I wanted and alternate slot, I'd lift my hand and go for the other bindings.

As always, thanks to the community for posting suggestions, feedback and reviews to help us improve the game!


PlasBombers!
With Update #283, we've added 3 new types of bomber craft which all pack powerful and disabling PlasBombs. Trading the usual hull-busting power of bombers for extreme Radiation Damage and high Crippling %, PlasBombers focus on disabling a ship instead of destroying it outright. Especially well paired with mid-range capital ship weapons like Plasma Cannons or long range disabling Torpedoes, PlasBombers give an entirely new angle to carrier combat which focuses on burning out the enemy crew and components while leaving the hull still in one piece.

We have also made one last round of adjustments to the weapons for regular Interdictors and Bombers to ensure each class of craft has their own stand-alone weapon. Class 5 and 6 were still accidentally sharing weapons. This has resulted in an upgrade in *another* weapon power for class 6 and 7 Bombers and Interdictors.


Wing Commando Boarding Strikes
Not to be left behind, Wing Commando's launch plans for their boarding shuttles have also been upgraded. These launch plans now bring even more powerful, longer lasting debuffs to the table in a way that no other boarding strike can. When paired with well-planned boarding victory Talents, these can hasten the way to victory or surrender.

Both "Breacher's Assault" and "Boarder's Storm" have had their durations extended to 4 Turns (nicely matching with the time it takes the Commando to round trip for another boarding). In addition, they have both gained a damage over time component to increase their effect in bringing the enemy ship or crew to its knees. Breacher's Assault has replaced the -10% Boarding debuff with a 15 Crew Dmg / Turn debuff, leaving wounded and dead in the wake of the shuttle strike. Boarder's Storm has gained a 15 Morale Dmg/Turn, as the defensively-weakened ship reels from the strike, knowing they are about to get pummeled.

Salvage & Ransom Maximums
With Update #283, we've increased the maximum profit you can make from Salvaging a destroyed enemy ship by $5,000 to $31,500. This maximum is applied *before* any Talents, Traits or ship components are calculated -- so those can help you capitalize on an expensive Salvage and make far more than that. The amount of money made from Salvage is based off the ship's component pricing reduced by any damage done to those components. So, as always, the best Salvage profits are gained from ships with less (or no!??!) damage.

While Ransom is a much harder way to make significant money, the same calculation is applied -- all of the ship component prices are multiplied by their damage to calculate the final ransom hall. As it comes with much less Reputation loss, Ransom applies a much steeper reduction to the component pricing but still in some cases if you are Ransoming a large mass battlecruiser or a carrier, the resulting profit can be quite substantial. To protect the balance between Ransom and Salvage, we have added a similar cap to Ransom but -- as it is much, much harder to reach -- we have set the cap at $56,500. The same rule applies to Ransom, where Traits and Talents are applied after the cap and therefore can capitalize on expensive Ransoms to make far more money.

Hit ESC in Crew Combat
You can now access the game menu and exit to the game's main menu cleanly from crew combat as well as ship combat. Just hit ESC!

v3.2.15 - 11/3/2021
- Added 3 new Bombers carrying heavy plasma bombs with massive Radiation Damage, high Crippling Effect % (class 5, 6, 7)
- Fixed issue with class 6 Bomber/Interdictor sharing weapons with class 5 (improved stats for both class 6 and 7)
- Improved Wing Commando's "Breacher's Assault", replaced -10% Boarding debuff with 15 Crew Dmg/Turn, extended to 4 Turn duration
- Improved Wing Commando's "Boarder's Storm", added 15 Morale Dmg/Turn, extended to 4 Turn duration
- Added configurable hotkeys to save game to Save Slot 1-4 from quadrant map
- Increased maximum pre-Talent/Trait/Component Salvage value for enemy ships by $5,000 to $31,500
- Added maximum pre-Talent/Trait Ransom value for enemy ships at $56,500 (very hard to reach)
- Added a Game Menu in Crew Combat, allowing access to options and main menu
- Fixed issue with "Explosive Shots" debuff being cleared like a buff
- Fixed bug with "Forgotten Secrets" mission step ordering
Star Traders: Frontiers - Trese Brothers

Update #282 takes a detour to catch up on some balance work we've been testing and tuning. We've heard from the community, watched in play and analyzed the data about how craft measure up to regular capital ship weaponry and are making some changes with this update to help tip the scales a bit. Across the spectrum -- Bombers, Interdictors and Autocannons are all more dangerous as of Update #282. We have to tread carefully with these types of updates as enemy carriers gain all the bonuses, so keep in mind that they will be hitting harder after Update #282 and be sure to you have your anti-craft strategy in place by (usually) year 8 to 12.

If you're enjoying the pace of updates, be sure to tell a friend and leave a review.

What’s the latest on Cyber Knights?
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure you’ve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Bomber and Interdictor Upgrades
With Update #282, we've ratcheted up the damage across the spectrum in small craft to keep them competitive with other ship weapons, especially as more powerful weapons are coming online through story arcs. All Interdictor rockets and Bomber bombs have gained around +10% to +20% Radiation Damage, depending on their class. In addition, standard Damage base (the static, unrolled part of the damage) has gone up around +10% per craft as well.

While they take a few turns to deliver their destructive payload, Bombers are now tearing apart enemy hulls even more effectively and your Interdictors are even better prepared to shoot down other craft.

But, if the craft are hitting harder ...


Autocannons Strike Back!
As the entire damage balance getting more savage, its key that Autocannons strike back even harder. Across the board, ACs are now more accurate when attacking small craft, anywhere from +2% to +7% in the attacks. All the more reason to make sure you're craft are defensively prepared to avoid enemy fire and even better to shoot down incoming enemy craft.

Class 7 Craft: New Weapons
When the class 7 Bomber and Interdictor were added a linking issue wasn't caught that left them with the weapons from the class 6 craft. We've now resolved this issue and properly linked the Trifex Assault Mk2 Interdictor to its new and best in class Rockets as well as the deadly Trident DX9 Bomber to the best in class boom-boom!

All the more reason to cozy up to your factions and go shopping to upgrade what you've got in your carrier's hangars.


Shock Trooper's Single-Minded Strike
The Shock Trooper's Talent "Single-Minded Strike" has been upgraded to have a shorter cooldown (now 6 weeks) and a longer duration in ship combat (3 turns) as its effect is so narrow -- boarding, boarding, boarding! For those Shock Troopers helping to get their ship into range so they can get their snubber's barrels into range, enjoy the upgrades.

If you're enjoying the pace of updates, be sure to tell a friend and leave a review.

v3.2.13 - 10/23/2021
- New rocket weapon for "Trifex Assault Mk2" (class 7 Interdictor), best in class
- New bomb weapon for "Trident DX9" (class 7 Bomber), best in class
- Increased base Damage on all craft bomb weapons by 10%
- Increased Radiation Damage on all craft rocket and bomb weapons by 10-20%
- Increased Chance to Hit craft for all Autocannons
- Improved Shock Trooper's "Single-minded Strike" Talent to have 3 Turn Duration and reduced cooldown to 6 weeks
- Fixed typos and reported crashes
Star Traders: Frontiers - Trese Brothers

Update #281 circles back to adding some new awesome looks to the game with new character faces and a new set of matching outfits. Plus, we've expanded ship component access to Engine Safety bonuses with a new set of Fuel Helix Coil components for your medium slots. Finally, we've added a few new capabilities and fixes for the modding community to enable to some new mod options.

We've got a busy season here at Trese Brothers HQ for both Star Traders: Frontiers and our next game -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


New Faces, New Outfits
With this update, we've added another 3 masculine faces to the game -- one with short cropped hair, one with an awesome mustache and one with the grayer hair of a long-time space veteran. These new faces will filter into your crew and make great new captains, officers or just mates crew dogs hoping for a promotion.

We've also added 2 new matching outfits featuring a finer style associated with diplomats, the wealthy gravs or fashionable duelists. These new looks are excellent on their own for pirates, smugglers and all kinds but they also mix extremely well with the other outfits in the game if you use the "Unlock Outfit Combos" option. So, while we've added 2 new full outfits, we've added hundreds of new combos for your crew to check out! Here are a few of our favorites --


Fuel Helix Coils
Fuel Helix Coils are a variation of a medium slot Fuel Tanks which offer a small amount of Fuel, a small amount of reduction in hyperwarp Jump Cost and most importantly a bonus to Engine Safety. With a maximum of +6 Engine Safety available from ship components, this gives another option -- next to Annex and Water-Fuel Reclamation -- as to how to get your Engine Safety fix if you need one.

The highest grade Helix Coils 4 and 5 are only manufactured and sold in Zenrin starports.


For the Modders
With Update #281, we've fixed a few minor issues in mods where game hovers were not reflecting mod changes to maximum Ship Armor or Shield. We've also made it possible to mod the maximum number of jobs that your captain or officers can have -- that will be very interesting to see what gets done with that! Fancy a true jack of all trades? Leave it to the modders :D

Are you in the Discord?
Our Discord server is a great community. Lots of good Star Traders discussion, one of the best places to stay in the loop on what we're working on, and sometimes... fun surprises!

We've got a giveaway going right now for light-hearted roguelike Obsidian Prince.

https://store.steampowered.com/app/1373260/Obsidian_Prince/

Hop in to check it out, we have two copies to give away and all it takes is a react to the message in #giveaway to enter.


v3.2.11 - 10/15/2021
- Added two new matched outfits
- Added 3 new character faces - gray hair, mustache, short hair!
- Added 4 new Fuel Helix Coil components -- medium slot fuel tanks that add Engine Safety, reduce Jump cost and add minor Fuel boost
- Fuel Helix Coil 4 and 5 is sold exclusively by Zenrin starports
- Enabled modders to adjust the maximum number of multi-jobs for Captain and Officers
- Fixed hovers for Armor / Shield max values if they are modded
- Fixed reported typos and crashes
Star Traders: Frontiers - Trese Brothers

Update #280 arrives with some shake up to the availability of high-end faction ships, better XP balance for mission runners, improved balance for anti-craft Talents and more. A huge thanks to everyone posting suggestions, feedback and bugs to the forum and helping us continuing to push Star Traders: Frontiers.

If you're enjoying the continued updates, be sure to tell a friend and leave a reveiw!

What’s the latest on Cyber Knights?
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure you’ve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


Rank Ships
By their nature, faction-specific ships are a perk of serving a faction. Previously, all ships -- regardless of their cost -- required only Military Rank 4. With Update #280, we've pushed this to a scale grading from Rank 4 all the way up to Rank 10 for the ships costing over $2m credits. With this new ability to set the minimum rank easily for each ship individually, we've opened up an exciting new option we are investigating -- powerful faction flagships offered only to the highly qualified military officers. We're gathering some ideas and will be moving forward with this expansion soon.


Mission XP
While some XP has been always granted for missions requiring skill checks, we've doubled that amount with Update #280 and also added a log to the mission completion details with the exactly amount. Before this update, no XP was granted if your crew ended up falling back to a Saving Talent. However, we've now adjusted this rule to grant a smaller chunk of XP, but XP bonus nonetheless. You traveled, you may have bled or fought to complete that key task -- the XP is earned, Talent or not.

Gunner and Gundeck Boss
We've adjusted two anti-craft Talents brought by the Gunner and Gundeck Boss Jobs. The Gunner's "Close-In Defenses" Talent is a rank 11 Talent that now cleanly provides a nice mix of anti-craft with reducing boarding, reducing the craft attack chance and their evasion (-10 Boarding, -20% Hit Chance, -15% Craft Evasion for next 3 turns) -- it is best used if you have weaponry and you're planning on lighting the enemy craft up. On the other hand, the Gundeck Boss's rank 1 Talent is purely defensive and turtle strategy, with "Point Defense" (-10 Boarding, -30% Hit Chance, -25% Dmg for next 4 turns).

Magnanimous Victory Clarification
We've tagged the description of Magnanimous Victory to be clear that it removes your options for other aggressive abilities such as looting, destruction or conscription. This is a key Talent in managing reputation damage but also ends your interaction with a defeated enemy ship.

Mod Support
With Update #280, we've made some changes to how the AI approaches the Wing Commando's Talent "Ripcord" to support the "Merchant Marines: Fly Casual" mod -- one of the most popular mods on the Workshop right now that seeks to adjust the Star Traders: Frontiers balance to better approximate smaller crew and more of a Firefly-like experience.
https://steamcommunity.com/sharedfiles/filedetails/?id=2539177784

v3.2.9 - 10/1/2021
- Faction-specific ships require scaled faction rank -- Rank 4 for basic, Rank 6 for over $1m, and up to Rank 10 for $2m+
- Doubled the XP gained for completing a mission step which require Skill Save, added XP log
- Completing mission step while relying on a Saving Talent now grants some XP for crew
- Clarified Talent "Magnanimous Victory" to be clear it prevents any further looting or aggressive actions
- Improved balance of Gunner's "Close-In Defenses" and Gundeck Bosses' "Point Defense"
- Documented faction special rules for Rychart and De Valtos expensive bribes in New Game
- Fixed Bribe option text for Pirates to ensure it never threatens Rep loss (pirates never report)
- Improved AI crew combat intelligence to work better with "Merchant Marines: Fly Casual" mod
- Fixed report crashes and typos
Star Traders: Frontiers - Trese Brothers

Update #297 brings another round of improvements directly from the community as we continue our patch and improve drive following the big Steam Workshop mod release. After we clear this backlog of balance, QOL and improvement issues we'll be moving back to larger chunks of content and story additions. For now -- buckle up, more coming!

Next up from Trese Brothers
You may have heard our next game, Cyber Knights: Flashpoint is on its way to Steam in 2022. A turn-based cyberpunk RPG, Cyber Knight's features XCOM-like combat and a unique heist system for missions ... you don't need to hear more? Okay, just smash that Wishlist button!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


Trade Ban Visibility
With Update #279, we've adjusted the ordering and text color for Trade Ban and Trade War warnings to ensure that they are front and center and your merchant captain can't miss them when making decisions about going through with a trade. As always, a huge thanks to the community members helping to post feedback and improve the game.

Ship Encounter, Bribes and Confiscation
We've updated the rules for surrendering to military ships that may check your cargo holds for illegal goods and confiscate if you fail to have valid permits. There is now a possible small Reputation loss if you are carrying goods that will be confiscated. This loss can be offset if you are carrying goods that *are* legal with a permit. No matter how much you might be carrying, the Rep penalty cannot exceed 2.

We've also fixed the Bribe offering for Independents which had been lost in the latest update -- including the key fact that Indies have no stored Reputation and therefore you can never lose Rep with them.

Game Menu Ship Combat Additions
We've enabled the ability to pull up the game menu with during the major screens in ship combat -- including during a ship encounter and mid-ship combat. This can help you drop out of the main menu without killing the game completely. Notably, Options and Save Slots are not available in these contexts. We'll keep working to make this menu access global and getting it into key places where it is still missing (crew combat).


New Shiny: Battle Barracks
The Battle Barracks line has received an upgrade to help encourage ship combat captains to consider them worth their price (which has also gone up!). With new Armor, Shield and Void Res, these protected crew quarters are even more valuable to captains willing to pay the price and longtime cost to jump cost.

More Balance and QOL
For those Salvage cards that included double combats, we've adjusted the language to be clearer, stating "back-to-back" combats to be sure you know just what you are risking when you make the roll.

During and after the Jyeeta Era, we've retuned the appearance of the feared Jyeeta Maeledictor to make sure it retains its boss status among other Jyeeta enemies.


For the Modders
With Steam Workshop being quite busy, we're still working to expand the possible footprint of mods. With this update, we've added some key new capabilities, allowing modders to start to adjust specific limits in the game -- raising max character level, job level. Also, we're enabling adjusting important combat rules and thresholds -- allowing for the change of Init cost to move, morale break or being Stunned as well as the maximum Armor and Shield ratings you can achieve with components and buffed. We're very excited to see what the community will cook with this new support!

v3.2.5 - 9/17/2021
- Improved Trade Ban warning (location, icon, red text)
- Lose up to 2 Rep when illegal cargo is seized, offset by legal permit-protected cargo
- Fixed Bribe option text for Independents to be more clear
- Added a Game Menu in Ship Combat, Combat Preamble
- Reduced spawn rate of "Jyeeta Maeledictor" in mix of Jyeeta ships
- Increased Price of Battle Barracks, Added Armor, Shields and Void Res
- Clarified "Xeno Assault" Salvage card to be clear it is 2 xeno combats back-to-back
- Better differentiated stats for the Trident DX9 and Blackhall Ultra Small Craft
- Modders can now change max character level, job level, Init costs of Stun, Morale Break, Move and Max/Buff Max of Shield/Armor
Star Traders: Frontiers - Trese Brothers

With the major release of mod support behind us, we're returning to some regular order here with a roll-up update full of community-driven fixes. In Update #278, we've added even more mission icons, improved the way that Wing Commando's "Behind Enemy Lines" works to truly knock out the single, most powerful weapon, replaced all the Bribe offer text in ship encounters to always be correct and more.

We're getting back to regular order here with more exciting updates to come, so if you're enjoying the pace of new features, content and fixes please tell a friend and leave a review.

For a different flavor of Trese Brothers sci-fi, check out Cyber Knights!
Our next game, Cyber Knights: Flashpoint is under development. Set in a different universe than Star Traders, we think much of what you all love about STF (a lore-rich world, many ways to play, strong independent spirit, lots of RPG depth) is shared within. Learn more about the Cyber Knights setting on its Steam page, or check out this video showing a ton of art and discussing the game design.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


More Mission Icons
With the addition of mission icons to help summarize step actions in Update #277, we've been hearing from the community about specific types of actions that weren't fully covered. We've now added icons to help summarize steps including Negotiation (huge!) and the missing variations of Intel missions.

Clearer Bribe Offers
Ship encounter options often include Bribes but the text of those offers has often been misleading about whether or not your are paying to avoid Reputation loss or not. We've cleaned up the text on all Bribe offers to cleanly match the result you'll get if both ships leave.


Behind Enemy Lines
The Wing Commando Talent "Behind Enemy Lines" has been fixed to operate as described in its description. Previously, it was working closer to the Gunner Talent "Disarming Sabotage". Now, Behind Enemy Lines specifically targets the most powerful, functioning weapon on the enemy ship and does it 80% damage -- a guaranteed knock out hit! A couple of Wing Commandos can work efficiently to take down enemy gun's completely if they act fast enough from their striking shuttles.

And More
With an influx of new players coming to check out the game, the Steam forums and Discord have been busy with feedback, suggestions and minor bug posted. We've fixed a bevy of minor issues with Mass and pricing on :ththe latest set of hybrid barracks components, adjusted the failure message in Civil Unrest Rumor to be more clear and fixed a whole heap of typos.

v3.2.3 - 9/8/2021
- Mission descriptions now include missing icons for Negotiation, some additional ship battle types, Conflict Intel missions
- Added hover to Accept/Waypoint buttons in mission offer for clarity
- Fixed Wing Commando's "Behind Enemy Lines" to match description -- guaranteed to disable most powerful enemy weapon
- Fixed all Bribe options for all captain types in ship encounters to be clear when Reputation loss is at risk
- Improved fail message with Civil Unrest Rumor when faction denies access (-10 or less Rep)
- Fixed pricing on Battle Barracks 4, fixed Mass on Shielded Barracks 4
- Fixed Barracks appearing twice in medium slot display
- Fixed Spice Hall description of recruit bonus for Mercenaries Rumor
- Fixed report crashes and typos
Star Traders: Frontiers - Trese Brothers

Now that mod support is released, let’s talk about where it will (and could) go from here. The last week since modding launched has been exciting with a lot of interest, thousands of subscribers to mods and a great update to the core game to boot. Now -- let's look at the road ahead for modding.

First: Mod Support v1
Thanks to our dedicated modders in the private beta, some of the mod support capabilities you’re seeing today are even better than we expected.
  • A mod manager that merges SQL allows multiple mods to be installed and work seamlessly with each other with many fewer potential conflicts and much less configuration than we might have released originally.
  • Story modding became a v1 priority. Modders now have everything they need to add their own story vignettes to the game. While creating quality stories is no small task (welcome to our world 😅), we think the potential for player-created story mods filling the Star Traders universe is one of the most exciting aspects of adding modding to the game.
In addition to those big wins, we’re proud to have v1 offer a broad foundation for modding to begin with:
  • Everything in the game database is replaceable, or can be added to. Ships, weapons, gear, talents... pretty much anything with stats. Modders can rebalance, simplify, power up, or add to any of these things.
  • All binary files in the game directory are replaceable. Graphics, sound effects,
  • An extensive set of documentation. Upfront: this may not mean complete, but we’ve gone through a huge amount of data fields to make it more clear what each does and what your options are as a modder for using them.
Second: some necessary limitations
We want to be upfront about a few things that will not be possible with modding.

1) Hacking in crowd-sourced translation through modding. While modders are welcome to create mods in any language, or even to attempt to rewrite the portions of in-game text that are contained within the game database, we want to be that there is still too much inaccessible text through the mod kit to complete a successful translation of the game.

We know translation is a popular request, but we want to be very clear up front that modding does not answer that request. As we’ve noted elsewhere, we’ve learned a lot from this entire process, and our next game will be translated from the start.

2) We won’t be adding a scripting language for mods (though we may add some additional scripted triggers / effects for modders to use, ourselves). Star Traders: Frontiers is built on a custom engine, with a workflow heavily driven by data in the game database. While we’ve opened up the database, we can’t open up the engine, or provide a way for modders to hook in scripts without a far more extensive rebuild than we could handle with the mod kit at this date in the game's lifecycle.

However, we are listening daily to the modding community (and asking to!) to understand where there is interest for additional extensibility and hooks that can be used by the mod kit.

3) Modding Roadmap
As we have stated elsewhere -- we are continuing our work to update the base game, especially with some big upcoming story arcs and eras. At the same time, we have reserved some bandwidth to work closely with involved and interesting modding creators to expand the capabilities of the mod kit.

In-progress
  • Save editor: while the modded game databases be modified at will with simple tooling, we are still looking forward to creating a saved game editor that will allow you to execute certain sets of commands against your saved games.
  • Improving documentation: the doc team never sleeps because there is always more to write down! Star Traders: Frontiers is a surprisingly huge and deep game (did you notice?) and so documenting every in and out of its data-driven structure is going to be a process that continues for a long time.
  • Crowd-sourcing talent effects: some of the ready-to-play mods already make exciting tweaks to Jobs but we're looking forward to the first completely New Job mod to appear. To this end, we'll be holding a brainstorming within the mod community looking for new types of Talent effects and triggers that could help define new Jobs and allow modders to create truly unique new combinations for your crew and officers.
Future possibilities
  • Game Rule Control: while few rules are within reach of the mod kit today (maximum ship armor 75%) we will be working to move some of these -- those most interesting to the mod community -- into scope and play for mods over the next months.
  • More Story Examples and Features: with the first story mod already published, we cannot wait to see more modder created storylines filling up the galaxy. As we continue to add story to the base game, we will be authoring these new storylines in the same that the modders can use, which will expand the base of examples to pull from. We're excited to work closely with any modder working on a stories as one of our top priorities to see this type of content expanding in the game and to work on building out features that specifically cater to their needs.
  • Further authoring tool development: the modding community has already developed a pretty set of powerful authoring tools, some of which are publicly shared. Depending on the need and interest, we may further invest in helping the community make these tools easy to use and share for new modders coming on to the team.
  • Card Control the mod kit does not include the contents and rules for card games today but if there is significant interest, this is a direction we could work to expand the kit.
Captains, I think you know by now that given unlimited time and resources we’d just keep adding to Star Traders: Frontiers until your scientist crew members were writing essays in their downtime pondering if they were merely living in a simulation and there were a real universe somewhere outside their perception...

Sadly, as we do not have the cheat codes to get unlimited time and resources, we do have to pick our battles. So:

Play and make some mods!
We're loving the response to modding so far, with more and more mods continuing to be added and more players trying them out. Check out the game's Steam Workshop to browse the now 20+ mods available and being updated. Give those creators some love in the mod comments! More mods played and praised = more mods made and updated.

Want to become a modder yourself? Check out Creating Mods on the Star Traders Wiki, and join the Discord for help, modding requests & discussions, and a great community of Star Traders players.

We can't wait to see what you all create! The Star Traders question we've always asked before is: what kind of Captain do you want to be? Now we get to ask: Captains, what do you want in your universe?
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