Gunners will now check for a better target 3 times per second instead of 2. They will also use weapon range a bit better, in regard to big targets.
Now you can set Gunners to not take control of the turret they are assigned to. This way you can have manual control of the turret while still benefiting from the Gunner bonus effects.
Added Vietnamese localization (courtesy of merctrans.vn).
Added Gunner skill Perk (bonus effect): Max Weapon Heat both flat and % based. Note: I will be adding tooltip information to individual turrets, where you'll be able to see bonuses like this.
Fixed ship not updating properly after crew skill level up.
Changed attack drone default key to 'K'.
Fixed Gunner bonuses being highlighted on First Officer position.
Fixed BUG when a replaced item would go to the bank when not at a station.
Fixed starting ship size showing "Kraken" when no perk is selected. Now it shows "Corvette" since it's the max starting ship size allowed without any other perk bonuses/penalty.
(Fixed) Unequipping an item now makes it go to the cargo instead of the bank. 'Unequip All' however, causes items to go the bank instead.
Marauder Perk is now temporary and will "expire" after 30 minutes. This time is extended every time the player kills another civilian (PMC and Syndicate also counts as civilian).
Every 5 minutes the civilian kill count towards 'Marauder' is decreased by 1.
Fixed BUG that made most new crew members have only apprentice level skills.
Navigator (crew) efficiency now also affects Warp Cost.
Level 10 or lower sectors will no longer be Nebula.
Finishing the first part of the Tutorial now also unlocks 'Pirate' background perk.
When starting a new game with 'Pirate' as background perk, the initial sector will now be controlled by the Red Skull instead of being independent.
Crew skill efficiency now has a bonus of 1% for each level difference between the crew member rarity and the skill rank. Example: a blue(3) crew member with apprentice(0) engineer, gets +3% efficiency. Gunner aiming also gets +1 point per level difference.
Ravager Bosses level 10 or higher now drop an Ancient Relic.
Venghi Heavy Blaster damage increased from 12 to 14.
Fixed crafted laser beams causing weird behavior on gunner aiming.
Default key for Scavenge is now J
Pressing H now order gunners and mercenaries to Hold Fire. This is only momentary and will not work against hostile ships that are constantly attacking your ship. If you want them to not fire at all anymore, for now you can lower your weapons energy to zero, just don't forget to turn it back on later. I want to add more commands and a way to make it easier later.
Added more placeholder names, including female ones.
After so long, Ship Crew Update (part 1) is finally here! There is a lot of changes in the game, not only on the ship crew but lots of little improvements and BUG fixes. So let’s dive right in:
Ship Crew
Most spaceships now require a Crew to function, especially bigger models that will hardly move without a pilot or generate energy without an engineer, for example. Smaller ships like shuttles and yachts, although not required, can benefit from Co-Pilots, which can improve any function of the ship, including it's weapons. You can hire crewmembers at stations or even rescue them around the galaxy. Gunners can be assigned to turrets and will automatically fire. They will prioritize drones or missiles if they have a PD weapon installed. Ship Crew will level up, slowly increasing their skills and eventually gaining new ones, and also improving (or gaining new) bonuses.
You’ll get more in-game instructions on how Ship Crew will work but that’s the basic info. So lets get to the features:
New Features:
Ship Crew added, with 6 different skills for now: Engineer, Pilot, Navigator, Supervisor, Gunner and Instructor.
Added the missing Social skills with crew related bonuses.
You can now Deposit/Load using Shift + middle mouse.
'Unequip all' (and other functions) now deposit everything in the bank instead of the ship cargo.
Added Heavy and Capital Impulse Drives up to Mk.V, and a pirate version for both sizes.
Reduced top speed on Heavy and Capital Impulse Drives plus other small changes.
Speed Boosters now stack better and use less energy, but are less effective than before.
Cloaking will now properly hide weapon turrets.
You can now set weapon energy to zero, which will prevent you or gunners to fire.
You can now order gunners and mercenaries to fire at the selected target by pressing 'F' (default).
Basic Ship Crew will now be added to required positions when starting a new game.
Added HP regeneration to Venghi ships (They can't have crew, except gunners for now).
Fixed a BUG that would prevent weapons from being installed on some AI ships.
Fixed BUG that allowed you to unlock ships in Arena mode.
Fixed Mi'Iaoshu drop chance.
Initial station on the Arena will start with a higher level.
Fixed Marauders target aquisition.
Added a 5 base energy storage to all ships to avoid certain issues.
Higly increased distance relics will travel in the dead zone before disapearing.
Pirate Impulse Drive now uses 2 spaces instead of 3, but had the acceleration power reduced to 19.
Fixed crafted weapons losing their names after changing language.
Fixed Jettisoned ship not keeping its loadout.
Fixed weapon mounts appearing with the wrong orientation in the ship panel.
Fixed message stating that a faction lost 2 billion percent reputation after a station is destroyed.
OBS: Part 2 will come next, with unique crew members, taxi missions and more. The ability to add pilots to your other ships and create your own fleet is coming soon too.
Be advise there may be more BUGs, as usual for a big update like this. So I'll probably be updating the game very soon and try to keep it more frequent from now on :)
As most of you know, I am working hard on Ship Crew Update (this is why there was no update in the last 40 days, which is rare) and I wanted to let you all know: it’s coming!
This is a big change for the game, not only cause it will add an additional layer for customization, but also cause you’ll be able to assign gunners to your turrets, which will change a lot of things (for the best). Imagine being able to fire to any direction without the need to manual aim, and PD weapons hitting those annoying drones for you? Yeah, your gunners will do that, just make sure to hire the right crew for the job, and maybe avoid that one with ‘Danger’ as a nickname (spoilers?)…
Just a preview here. More stats will be added.
As I mentioned earlier on the forums, some old ship models will change to better fit the new design, which will be much more balanced. Are you thinking Titan? Corsair? Yeah, probably both… But I’m confident you’ll have more fun this way. Did I mention passengers? Yeah, I have some cool ideas for it, but that’s for later on... ːsvboxː
Anyway… This was just a “tease” and a reminder that I’m working hard at the game. Keep supporting it and we’ll make Star Valor awesome together! Don’t forgot to review the game if you love it
Oh and in case you might be wondering where is Faction Wars part 2? Don’t worry, It will come later on when I introduce Station management. One step at a time…
Have fun! I'll see you on the other side of the ːsvgateː - Laious
Cloaking Devices now retain a small percentage of energy generation while active, instead of negating it entirely. The energy cost is now only paid on activation.
Added 2 items: Ardonian Cloaking Device and Terran Mantle.
Fixed BUG that would prevent the acquisition of perks when starting a new game.
Docking in a station will now hide your ship, preventing it from being targeted or colliding with other ships. It will slowly regenerate your shields and energy (10% max energy/shield each second) instead of instantly charging both.
Added option to jettison cargo item.
Spaceship tooltip will now show if you already unlocked it or not.
Stations are now stronger in hardcore mode to match AI spaceships, and slightly weaker in Relaxed Mode.
Hardcore mode now has a slightly higher chance of acquiring higher quality loot.
Jumpgate label now also shows the level of destination sector.
'Indoctrinated', 'White Collar' and 'Lone Wolf' perks are no longer acquired automatically, it will now prompt a quest for you to accept or reject it.
When collecting loot with the inventory open, it will now try to select the same item after sorting occur.
The bottom right log will now properly disappear or resize to not overlap other panels. This is only optimized for 16:9 aspect ratio resolutions or wider.
Red Skull bellow level 5 will no longer use 'Hit and run' tactic.
Fixed certain Perks being acquired in Relaxed mode without being previously unlocked in other modes. Although you can acquire and use any perk in Relaxed mode, you have to unlock most of them in other modes first.
Fixed BUG that would cause enemies to inflict multiple damage impacts with a single projectile, which could cause instant kill.
Fixed Hardcore frame on unlocked ship perks.
Fixed ammo not being consumed right after being created by ammo replicator.