'Front firing' turrets (not fixed) without a gunner will be manned by whoever has the higher effective aiming, between 70% of the co-pilot gunnery or 40% of the captain gunnery.
Fixed BUG that would prevent fleet ships from docking in the carrier, after swapping ships.
Increased stock for all ammo types and they are now traded in any station.
The 3 main guns on the 'Dominance' received +10% damage boost and +80% projectile size/beam width.
Hired crew member is now assigned as a ship passenger instead of in the station.
The chance of finding special crew members is now initially higher, then decreases for each one already found.
Improved AI mining with bigger ships.
Increased Spinal Mounts flat damage boost.
Fixed 'Remove special crew' button on new game setup.
This update brings many features requested by players and collaborators, which I'm proud to announce, as well as the first "batch" of unique/special crew members created by our patrons and collaborators! They are a bit rare to find, but once you do, they are unlocked to start new games with, cool huh? Many different and interesting play styles await you!
If you want to have your own crew member in the game, or just want to support the game development, join me on Patreon (/laious)!
Here is the Patreon list for Feb-2022:
Commanders: - Ryan Schubert - Warlock Raccoon
Captains: - Jean-Philippe Martel - XxVeratyrxX - BalaCanabis - Gary Scott - Punkoala - Zarinthal the Sleepy Dragon - kolby varner - Kevin Chote - Gio - ZipTieFun - Aaron Cook - CorruptedVariant - llamasmurf
Pilots: - AJ Parker - Latheos - Casey Kelleher - Graeme Kent - Tigger - HansP3ter - Brandon Curlee - Libo - Scott Frisius - Kothar Harroc
Rookies: - Brian - Herbert Monni - Andrew - James Ketola - Martin Nielsen - Matthew Ritter - Kero7 - Dave Barretti - Jeremy Sandahl - Chus Seoane
1.3.5 changes:
Added special crew members created by collaborators and Patrons (Commander Tier on patreon /laious). They spawn in graveyards or as derelict, only once per game each, and can be used to start new games.
Replaced one perk slot with a crew member (co-pilot) slot, on the new game setup panel.
Added 'Mining' role for fleet ships: They will look for nearby asteroids (up to a flat distance plus 2 times the distance value you set on Fleet Panel), go there and mine until you recall or they need repairs. They return to follow you as soon as no nearby rocks are found.
Added 'Collector Beam', which automatically pulls nearby loot if you have space in cargo. You can stack collectors for multiple towing and their range increase with rarity.
Corrected Spinal Mount raw damage bonus, specially on low rate of fire weapons.
Normal charging weapons now consume a limited number of Flux charges when firing (for now, only 1), but each charge adds higher damage bonus than before. Spinal mounts still consome all Flux charges, but for lower bonus damage on each. Also, Flux damage bonus now scales with the weapon space, where bigger weapons receive less % bonus for each Flux, with a minimum of +10% per charge.
Activated Equipment state is now persistent after warping, save/loading or even changing gear. Only self-targeting (auto repairs, refineries, flux capacitors, etc) equipment state is saved.
Added 'cooldown' to cloaking devices and changed most of their stats.
CoT ships now have double effective energy generation while cloaked, instead of a reduction in cost of activation.
The note color selection on Galaxy Map is now always visible.
Item Tech Level is no longer increased by rarity.
Most Warp Drives had their space reduced by 1.
V2F and V3G both received a co-pilot seat.
Gunners no longer learn specific weapon damage bonus effects (energy, plasma, etc). Normal weapon damage bonus remains in the pool. Note: Existing crew members will keep their specialized bonuses as they are now.
Player Fleet: Front facing turrets on small ships (up to Corvette) with no gunner assigned, are now manned by the copilot with 70% of his gunnery skill. If there is no co-pilot assigned, the pilot/captain gunnery is used instead, with 40% effectiveness. Note: Before this change, all turrets with no gunners had zero base aiming, so in any case it is now an improvement.
Shield Absorber's stats changed a bit in order to be more useful. Later on they will be remade.
Added PMC Carrier bonuses to the Dominance and Scourge: +20 mining laser damage to fleet ships.
Item tooltip is now updated when you sell/equip/load an item and a different one gets under the cursor.
The 'Carrier Launch / Attack' key for fleet ships now also order them to warp-in from another sector.
Fixed BUG when a fleet ship with melee weapons would collide with the carrier, when trying to dock.
Loot will move back when ending up "inside" objects like stations or jump gates.
Fixed laser beam staying visible after cloaking.
Fixed objects and locations spawning too close to each other in the sector.
We couldn't start the year in a better way than with an update, right? Also, we keep getting reinforcements every month in my Patreon account! Thank you very, very much, everyone!
Happy New Year and have fun!
Here is the Patreon list for Jan-2022:
Commanders: - Ryan Schubert - Jean-Philippe Martel - Warlock Raccoon
Captains: - XxVeratyrxX - BalaCanabis - Gary Scott - Punkoala - Zarinthal the Sleepy Dragon - kolby varner - Kevin Chote - Gio - ZipTieFun
Rookies: - Brian - Herbert Monni - Andrew - James Ketola - Martin Liwski - Martin Nielsen - Matthew Ritter - Kero7 - Dave Barretti - Jeremy Sandahl
Now, the 1.3.4 changes:
Added charging weapons: You have to hold the button for a moment before it fires, for increased damage.
Added 'Spinal Mounts': Special charging weapon mounts, which massively increases the weapon damage, for a very long cooldown time.
Added new ship role: Battleship, with +10% Damage Resistance as bonus and Spinal Mounts as a special ability.
Added Achilles and V5B-A, the CoT and Venghi Battleships, size 5 (Cruiser):
Added 'Flux', an energy charge generated by new capacitor equipment, which is used to power certain items or weapons (for instance: spinal mounts)
Added 2 items capable of generating and storing 'Flux': Flux Capacitor (😅) and Warp Diverter.
Added item: Flux Accumulator.
Added icons to represent cooldown, either for charging weapons or low rate of fire ones.
Background and overall visuals received a considerable improvement. Planets have more details, you can occasionally see the sector star in the background, dark sectors are now darker (dark background always), among other things. Old saves will only partially benefit on this change.
Added side view of your ship in the Hangar/Ship Setup.
Replaced 'Transport' ship model with a new one called 'Goliath', increased it's size to Cruiser (5) and rarity to green:
Added a warp drive and a proper gunner for the turret of Sam Holo's ship.
Added a dual barrel gun for the Geraki (Sam Holo's ship) turret.
Fixed energy modifier from Space Pilot bonus not applying correctly.
Gunners will no longer fire Non-Point Defense weapons against drones or missiles.
Added another warning on top of the screen when your fleet ship explodes.
Fleet Ships can now use multiple/different stacks of drones.
Added a grid to the sector map and scanner.
Reputation gain through trading is now capped at 1000.
Further improved AI path-finding.
Key Input messages now show the correct button assigned to it (example: Press G to dock).
Fixed friendly targets not shooting back after you order fire at them.
Fleet Ships no longer buy ammo over their ship's cargo capacity, and you get a warning if they need more space for it.
Fixed BUG that allowed equipping a weapon bigger than the hardpoint space.
Fixed slot spaces not updating after equipping or unequipping a weapon.
Follow up Fixes
Fixed tractor beam not working.
Changed 'Warp Diverter' to spend a % of the warp charge instead of a full charge, in order to generate 'Flux'.
First of all, I'm happy to announce we have 8 new Patreon Supporters this month, and no one left, so we have a total of 21! Yey! Here is the list for December-2021:
Commanders: - Ryan Schubert - Jean-Philippe Martel
Captains: - XxVeratyrxX - BalaCanabis - Gary Scott - Punkoala - Okrika - Zarinthal the Sleepy Dragon
Pilots: - AJ Parker - Latheos - Casey Kelleher - Graeme Kent - suicidelmadness - Tigger
Rookies: - Brian - Herbert Monni - Andrew - James Ketola - Martin Liwski - Martin Nielsen - Matthew Ritter
Thank you very very much for the support! Also, this month we are getting special crew members customized by our Commanders! If you want yours too, join us at Patreon! ;)
Now... Update 1.3.3
Added Ship: Rising Sun - Independent Carrier, size 6 (dreadnought)
Added crew skill/profession: Tactician, which affects player fleet, with the following possible bonuses: Acceleration, Damage Resistance, Weapon Damage, Shield, Armor, Energy Generation, HP regeneration per 5 seconds, Bonus Fleet Commander.
Slightly increased crew efficiency bonus percentage, which should fix the BUG where a crewman would get a lower efficiency after leveling up their skill.
Added warning when scavenging graveyards too difficult for your Tech Level.
Asteroid Fields are now considered cleared when destroying all but 2 of its asteroids.
Increased overall range and projectile speed in most weapons.
Increased zoom distance, especially in lower levels.
Increased poly count on planet models.
'Improved Plating' skill now gives 10% Damage Resistance, instead of 12%.
Elimination quests now require dealing at least 50% damage to the target, instead of 80%, for it be completed.
'Bounty' stat (You'll often attract more powerful enemies) is now accounted when enemies decide if they should attack you or not (example: when marauders warp in).
Enemy tracking and targeting has been improved, specially regarding your fleet. Your gunners will now even fire at missiles or drones targeting your fleet.
Repair ships will now try to prioritize damaged fleet members instead of random friendly AI.
Fixed critical issues with AI path-finding and improved it (still on testing).
'Leadership' skill changed to: "+10 Fleet Commander. Fleet ships gain +10% Damage Resistance and +1 agility"
Damage Resistance cap decreased from 90% to 80%.
Changed crew positions in several ship models (carriers specially) to have more tactician/staff seats.
Added a First Officer seat in most Frigate size ships.
Added button for "Roll" (default: Ctrl)
Change Steering mode default key changed to ' (Back Quote).
Fleet Ships will unequip weapons and equipment in case it's using more than normal model space. You will see the occupied space number in yellow when it's over normal limit, in case you intend to add it to your fleet later.
Improved fleet warp-in location.
Reduced Hunter Fleet extra level from Bounty (You will often attract more powerful enemies).
Fleet Ships now ignore asteroid collision if Collision Damage is OFF.
Fixed BUG that caused a single projectile to trigger damage to a single target more than once.
AOE Explosions no longer hit small ships (corvette or smaller) more than once. This includes self damage.
Fixed docking issues with big ships.
Fixed projectiles colliding with jump gate "field".
Follow up fixes:
Fixed gunners trying to "lead shots" when using beam weapons.
The first month of our Patreon was a success! 13 new supporters joined us! Here is the list for November-2021:
Commanders: - Ryan Schubert - Jean-Philippe Martel - XxVeratyrxX - AJ Parker
Captains: - BalaCanabis - Gary Scott - Punkoala
Pilot: - Latheos
Rookies: - Brian - Herbert Monni - Andrew - James Ketola - Martin Liwski
Thank you all very much for the support!
Oh and... For our Beta Testers (and Pilot tier or higher on Patreon): New Beta for 1.3.3 will start in a few days. Get ready! :)
Now... Patch Notes for 1.3.2:
Replaced Hades single back turrets with one triple barrel.
Added Gunner bonus effect: +X% Torpedo damage.
Weapon range bonuses now affect certain weapons differently. Short range weapons like mining lasers or torpedoes, only receive half range bonus, while long range ones, like missiles, receive double the bonus.
You can no longer store ships in your cargo, if they are the same size class or larger than yours (Yes, it happened!).
Removed Halloween themed ships and loot.
Repair ships from Battle Fleets now warp away when they have no more friendlies to repair.
Added 2 gunner slots to the Hawk.
Fixed weapon slot overheat causing weapon cooldown being shorter than it should be.
Fixed 'Load Game' button being disabled on hardcore mode instead of permadeath.
Permanent Death is no longer tied to Hardcore Mode and further improve loot chances. So now you can play on Hardcore difficulty (much stronger enemies) without permanent death. Old save games had to be set to "no permadeath".
Increased Tech Level advancement bonus from Ship Graveyards.
Now you get extra XP and a sound warning after clearing an Asteroid Field.
Added Karma Perks: Space Janitor, The Real Space Janitor and Hoarder.
Now you get a warning before quitting to menu without saving the game in the past 30 seconds.
Fixed Invulnerable Fleet Ships.
Fixed crew nicknames not being used in ship's panel.
Fixed BUG that allowed you to move your ship freely while docked.
Fixed Player fleet members receiving Hardcore difficulty enemy bonuses.
Fixed Player fleet members not docking properly when you order them to do it, while docked at a station.
This is a special update! Not only because it has a ton of features, but also because I'm launching my Patreon! If you don't know what Patreon is, it's a platform where you can subscribe to support my work in exchange for exclusive benefits, according to how much you want to contribute. Benefits vary from becoming a Beta Tester, and in higher tiers, designing your own NPC crewman, which will appear in-game for all players to use! As a solo indie developer, every bit of financial support is much appreciated, so we can focus on what we love the most: making games. And I want to make Star Valor one of the best Space ARPGs!
So, if you like my work and where I'm going with the game, you can find my Patreon link in the game main menu.
Ok, Now to the update:
One of the main changes here is the introduction of Carriers, the first of many ship "roles" that will be added to the game. Besides being frequently requested, it adds a lot of fun to fleet building. Another very cool feature is the special stats on weapon mounts, like multi-barrel shots or specific bonuses that can boost certain ship models. For those who like to fly smaller ships, now you have the option to use Plasma Torpedoes, which are very slow but can benefit greatly from your fast ship's momentum. Just be careful with self-murder ;) Renaming ships and crafted weapons was also very requested and is finally in the game. Another big change that you will immediately notice is on the AI. They now choose their weapons better and are bit smarter when using it. Be extra careful with those missile boats! I'd advise having good Point Defenses. Oh and the game should save and load a bit faster now :) There is a lot more features and changes, but I'll let you read below. Please note that, in such a big update (and also Early Access), many things will probably need balancing, which will be done in the upcoming updates. So don't worry, backup your save files if you want to make sure, and go have fun!
Carriers:
Added ship stat: Hangar, which can be of 2 types. Drone Hangars, which are, currently, just free space for any type of drone. Ship Hangars, which serves as a docking bay for your fleet ships to repair, as long as they are the appropriate size class. Hangar space works like 'fleet space' (2 for shuttle, 3 for yacht, 5 for corvette, and so on). The Hangar space also adds to your current 'Fleet Commander' points.
Added ship 'roles' to identify its main uses, starting with Carrier. Carriers usually have big hangar space and give certain bonuses to your fleet ships.
Several ship models were defined as Carriers, like the Horizon, Dominance and Scourge. Others just received Hangar space for ships, like the Titan or the Beetle.
Added Venghi Size 5 - Cruiser / Carrier, the V5C-A.
Weapon mounts:
Weapon Mounts may now have special bonuses, which will show up on their tooltip. A 'Star' icon indicates special (positive) bonuses.
Added multi-barrel weapon mounts. The extra barrels will fire simultaneously or in sequence with the main barrel, but for no cost in ammo, energy or heat. To compensate, however, they usually come with a damage penalty.
Several ship models had their weapon mounts altered/upgraded.
Crew / Fleet:
You can now add a nickname to crew members/ship captains, to be used instead of their names in the UI and most log entries.
The "Order Fire" action (F or the fleet panel button) will now tell fleet ships to focus on that target if possible. The "Hold Fire" action (H or the fleet panel button) will cancel all focus target orders.
Added a customizable "Launch / Attack" key for each fleet ship. It will launch the ship if docked and set your current target as its "focus target". If the fleet ship is already active, it will only set the focus target.
You can now see the weapons, armor and shields of mercenaries before hiring them.
Fleet ships emergency warp threshold no longer resets to 20% and is now 30% by default.
The level of mercenaries in Arena Mode are now closer to player level.
Crew members are assigned automatically when there is only one seat option.
Equipment:
Added weapon: Plasma Torpedo. Very slow energy "projectile" with heavy damage. It's mostly intended to be used by smaller ships while "jousting", which adds momentum to the projectile, increasing its range and speed.
You can now rename crafted weapons.
Added equipment: Large Miners Reactor and Weapon Stabilizer.
Weapon Tooltip now show its main type (plasma, energy, etc) for bonus purposes.
Venghi Light Blaster received +10 speed and can now hit projectiles and drones.
Venghi Heavy Blaster received +10 speed, +3 base damage and slightly reduced heat generation.
Venghi Missile Launcher received +6 base damage, +10% critical chance and now uses 2 missile ammo instead of 3.
Increased HP of missiles (specially Venghi), drones and mines.
Several other weapons had their Tech Level requisites changed, as well as some stats.
Weapons now also stack in the inventory.
Drone bays no longer have ship size requirement.
AI:
Reworked AI weapon choice and management. They will now make better use of turrets and PD weapons (gunners will also aim better at projectiles). This can make enemies significantly more dangerous.
AI ships may now randomly repair nearby allies, if they can.
Slightly improved "hit and run" combat tactic for AI.
Increased amount of ammo stored by the AI.
Gameplay / Difficulty
Random marauder attacks now happen less frequently, especially on controlled sectors. The number of active marauder hideouts in the sector, plus player “bounty” (attract more powerful enemies perk) also affects the attack chance.
Added 'Bounty' (you attract more powerful enemies) to all station-destroying perks (Genocidal, Star Killer and Traitor).
Minimum damage needed for 'The Last Starfighter' perk/achievement reduced from 90% to 80%.
Stations now have increased chance of dropping faction items.
Drastically increased chance of faction items as 'boss' quest rewards. Chance of orange items are also higher.
Defeating Hunter Fleet ships over level 20 will always affect reputation.
Other:
Random Asteroids now spawn in small clusters instead of being scattered anywhere. This will make mineral rich/poor systems more meaningful and should improve saving/loading times. It will also improve navigation on big ships and mining outside proper asteroid fields.
Save game routine got updated, which should considerably reduce the loss of games due to corrupted files.
The ship image shown in the Heat Panel now matches your actual ship model.
The T4 skills that grant +10% equipment space and +10% cargo space are now rounded to nearest integer, instead of rounded down.
Reduced friction between objects, which should prevent most "ship stuck" situations.
Sell modifier for ship models increased from 10% to 30% of base price.
Decreased volume of Drone weapons.
Added button 'Set Control All', which changes control mode on all gunners at once.
Reduced 'White Collar' background perk starting credits from 6000 to 3000.
Updated ship model portraits.
BUG Fixes:
Fixed BUG that caused "Burst light laser" still being used by high level AI.
Fixed BUG that would make Sam Holo keep coming back instead of really leaving.
Fixed weapon tooltip not closing properly after selling an item with shift + right click
Fixed 'Destroy' button appearing as 'Dismiss' for items.
Fixed "weird turning" on dreadnoughts (specially the Sanctuary).
Tech Level progress is a bit faster now, specially when scavenging higher level graveyards or scrapping higher Tech Level items (both relative to your current Tech Level).
Increased Holocron bonus for gaining Tech Level.
Item tooltip now shows the actual % progress gained if you scrap it.
Added 4 Instructor bonuses that increases advancement rate of knowledge stats: Tech Level, Space Pilot, Fleet Commander and Geology.
Increased HP threshold for Emergency Warp to 80% max.
Fleet Ship behavior is now saved in the commander data, instead of resetting every time you assign him/her as pilot or captain.
AI Ships (fleet ships included) now restock drones and recall repair drones when at full HP.
Fixed fleet ships randomly wandering around without attacking their target or repairing fleet mates.
Fixed BUG that would revert knowledge points to character level after going over it.
Fixed launch button on fleet control saying "dock" when a ship is in another sector
Now you improve Space Pilot or Fleet Commander by defeating enemies whose level is around (not lower than 5 points or 20%) the value you have on that particular knowledge, instead of your character level. Example: if you have Space Pilot 20, you can improve it by defeating enemies level 15 or higher. If you have 40, defeating enemies level 32 (80% of 40) or higher will do it. Defeating enemies higher level than you is much more effective. Additionally, silver stars are worth 2 and gold stars are worth 5. As for all knowledge, improving high levels takes longer than lower ones.
Tech Level now works similar to the above, meaning you can improve it by scrapping items whose tech level is around yours (not lower than 5 points, or 80% your own tech level). It is now progression based, instead of a 100% chance as before.
Crafted items yield no Tech Level when scrapped.
Scavenging ship graveyards also works for improving tech level, using the graveyard's level in comparison to your TL.
Added item: Scrap Metal, which will later be used for crafting and can not be found on stations.
Ship Graveyards now only drop Energy Cells or Scrap Metal, unless you have certain skills or perks to drop other items or equipment. Ocasional escape pods still drop. If the graveyard level is 5 points higher than your Tech Level, you'll only obtain junk and energy cells, although it will still count for your Tech Level progression.
Changed 'Scavenging' Skill to increase 20% scavenge speed and 10% chance to obtain special items.
Removed chance to gain Tech Level from Debris Analyzers and increased scavenging loot bonus.
Knowledge levels are not limited by player character level anymore.
Scrapping a holocron now always affect your progression to learn tech level, regardless of its level.
Added a progress bar to every knowledge stat.
Commanders of player fleet ships now apply all skill bonus effects to their ship (player character effects like 'market insight' will not apply though).
Fleet Ships with a Warp Drive can now emergency warp to the nearest sector when their HP falls under a % threshold, which you can define from 0% (never warp) to 50% total hull points. After emergency warping, they need to be fully repaired before doing so again.
Fleet Ships in another sector will wait and rejoin the fleet once you get there. They can also be called anytime to warp in and assist the player, if they have a warp drive.
For now there is no range limitations for calling a fleet, which will serve as testing and will probably change in upcoming updates, or become perk bound, etc. OBS: Please note that fleet ships in old saves may be relocated to the initial sector (25,14), so you'll have to go back and get them.
Fixed BUG that would make fleet ships try to repair themselves and stop moving.
Fixed BUG that would prevent basic commands until you pressed ESC twice.
Fixed sector map showing "100% explored" when it isn't.