Starpoint Gemini 3 - mmihokovic_LGM
Greetings captains!

It is high time to give a glimpse into what's coming next for Starpoint Gemini 3.

During March, we aim to enter the beta stage of production. As before, this doesn't mean we're shutting down all feature additions, but including new additions to the feature list will be limited in scope. So here's a little snippet...

NPC Capital ship mechanics
The first part of the new capital ship mechanics is implemented. This means sub-targeting. You will be able to attack and knock out specific weakpoints on any large vessel, causing massive damage, but also a side-effect as well. This side-effect can be anything from a freightliner dropping some loot when you knock out its storage container, to preventing a battleship from using its weapon turrets. The dilligent crews of these vessels will however be ready to start repairs as soon as they can so don't expect to permanently disable a cruiser's weapons. Where would be the fun in that?

As noted above, this is only the first cap ship segment and it will be used on player-controlled capital ships as well, once they're implemented.

Storyline changes and additions
Following a lot of Your feedback on the forum, we've done a lot of changes (and will do some more before beta and final release) to the main campaign. This includes the texts, voiceovers, character models, animations, cutscenes, missions... Basically everything was at the very least tweaked. We look forward to hearing what you think.
Encounters
The entire encounter system has gone through a review and partial rebuild. Again, following Your feedback. To make it easier and faster to add variety into the encounter system, our scripters have redone the system almost from the ground up. We realize the current implementation's shortcomings were too significant to just let it slide. You guys deserve better and we'll do whatever we can to deliver.

Interface
The first parts of the interface have received a facelift in the previous update. Our work on this hasn't stopped and I'm sure You'll notice quite a few quality-of-life improvements as well as changes that are more on the visual side of the equation.

Game world
New maps are also arriving in beta (and a couple more are coming during beta too). As before, the maps will come as finalized as possible in the current stage of production. As we progress more, the available maps will also be upgraded.

Naturally, each update brings a host of fixes and tweaks, and the beta update will be no different. It is however too early to dump the entire changelog here, so we'll just leave that for when the update actually arrives.

We're looking forward to getting the update out to You!

Safe travels,
LGM Games
Starpoint Gemini 3 - mmihokovic_LGM
Hello!

It wasn't previously scheduled, but we're pushing another smaller update today! Why? Because it's Monday and, unlike most of the world, we love Mondays :) .

But seriously - last major Update was released a couple of days ago, and we did have some more improvements almost ready, but delayed it until we test a few more details. Now, since next Roadmap update (5th in line) includes changes to storyline, and finally few more parts of the storyline missions, we will probably have slightly longer pause until that update. And improvements in today's upgrade concerns gameplay and HUD corrections, so there is no sense in keeping that away from you until next update.

Anyways, list is not large this time, but everything should be neat and useful:


CHANGES
  • ADDED: New jump visual effect when travelling via Nav Buoys
  • ADDED: HUD notification when using equipment items
  • ADDED: HUD now displays numbers on each equipped item showing how many are left
  • ADDED: Shortcut hint for equipments on controller
  • ADDED: New crosshair with live info on energy status and consumption
  • ADDED: Animated VFX in crosshair showing when a target is close and in range for firing
  • ADDED: New target lock - first iteration
  • FIXED: several Starchart errors and missing info
  • FIXED: Death screen will not crash the game anymore in any situation

That's all regarding important elements of this update. There are also some small optimizations and tweaks, but no need to push all that to the list this time.

We'd also like to remind you, fellow space enthusiasts, once again that price of game will be increased at the end of January, first time in Early Access, so anyone considering diving into our creation still has a few days to make use of lowest possible price.

In the end, a little taste of next major Roadmap update - that one will touch narrative side of the game on several levels. Existing storyline missions will get some changes and updates, and game story will progress several missions ahead, first time since release of Early Access.

Hope you find our little news today a good one to start the week with :)

Enjoy!

LGM Games
Starpoint Gemini 3 - mmihokovic_LGM
Hello captains!

Hope you had a splendid holiday season with many presents and sufficient time too play your favourite games!

We are starting right where we left off – with an update. Starpoint Gemini 3 is rushing to reach first half of planned major updates, and this update marks another step towards that goal.

This time, as we already mentioned in earlier announcement, unexpected paths of game development took us in a little bit different direction, and in order to avoid wasting any valuable time, we had to modify previously planned elements for this update. Few things planned for Update 4 will be delayed for Update 5, while several features from Update 5 is moved ahead for this Update. After next milestone, feature list from both Updates should be back in sync. Apologies if this will confuse some of you, but when we executed tasks for this update, we realized some features simply need to be forced to a more complete stage immediately as they can cause a chain reaction later. Following next milestone, everything should be back in pre-planned order as stated on Rodamap.

So, what is the cornerstone of this update? I'd say there are three pillars - first infusion of extra life into our Universe, then new Starchart to give you much better tool when understanding where the heck you're going and how this Universe looks like, and finally pretty extensive batch of improvements and fixes to existing features based on what players reported and suggested in forum discussions. Those of you that participated in them and threw ideas at us, will certainly recognize what we're talking about.

Once you boot up the game, how will these changes spice up your life? It's simple really – open a Starchart and notice you have a proper map that shows much more details and area objects. Each object has a pop up window describing in short what a specific location is, where it's exactly located and what's its purpose. Starchart also has 2 layers – local sectors and overall Universe map. Second layer allows you to cycle through all distant Star systems and see what local maps are available. Best thing is – you can access and browse sector maps within a specific system map even if you're not physically located in that system at all. Ladies and gentleman, you can now snoop around and determine your next target for pirating even if you're sitting half a galaxy away!

When your spying of global maps is over, and you finally hit the road in any given direction, be careful of traffic – it's gotten a helluva more dense. Trade convoys, individual ships going about their business, everybody using T Gates, Starpoints and Nav Buoys... you'll see much more stuff happening around. All these events are to be considered as a welcome opportunity or simply as greater variety of targets to plunder. But beware of unintended consequences – AI got first batch of updates, so trade ships and convoys will have armed escorts that won't sit idly by while you plunder the hell out of them.

But, enough of me talking, here's the entire changelog. Read through it as you wish and feel free to jump into game and check out the changes for yourself.

Oh, and, when you start cruising around, little surprise can be found – double tap forward key for max throttle.

CHANGES
  • ADDED: New Starchart system, both visually and functionally
  • ADDED: Added info notes on starchart locations
  • ADDED: Dynamic map system with overview of all systems and sectors
  • ADDED: New locations and objects markers are now added to starchart
  • ADDED: New cutscenes when using fast travel via Nav Buoys
  • ADDED: Nav Buoys now have visual effects showing direction and destination point
  • ADDED: New game starting scenario – Outlaw
  • ADDED: Seed in random generator, adding more variety when statring new game
  • ADDED: NPC ships now use Fast travel objects and follow various behaviours
  • ADDED: Convoy system, meaning existence and behaviour of convoys and escorts
  • ADDED: Ship convoys near space stations
  • ADDED: Ship convoys near space structure clusters
  • ADDED: Ship traffic entering and exiting Starpoint
  • ADDED: Ship traffic entering and exiting T Gates
  • ADDED: Ship traffic entering and exiting Nav Buoy structures
  • ADDED: New ship model from Outlaw faction – Guerilla fighter
  • ADDED: New ship model from Outlaw faction – Stalker scout ship
  • ADDED: Hotkey to enable constant speed without need to hold forward movement button
  • ADDED: Ambient sound in bar on Delta station
  • UPDATED: Decreased number of spawned enemies near stations when player is low level
  • UPDATED: Map locations and objects near planets Extera, Earth, Caterton and Sora
  • UPDATED: Jeepers Creepers boss fight now works properly in any situation
  • FIXED: Missiles don't occassionally disappear and now have normal blast effects
  • FIXED: NPC ships now follow intended proffession behaviour
  • FIXED: Errors with loading when jumping to distant sectors
  • FIXED: Objects for fast travel (Starpoint, T Gate, Nav Buoy) are now of correct, civilian faction
  • FIXED: Targeting of gas collector ships now works correctly
  • FIXED: After dock, player marker on starchart will now resume normal behaviour
  • FIXED: Loading sequence allows ship collisions to work as intended
  • FIXED: Encounters will now spawn on correct positions
  • FIXED: Encounters will now use correct faction alignment
  • FIXED: Proximity trigger on stations now has correct values and doesn't interrupt level loading

Largest portion of this update is aimed at creating more vibrant and alive universe. And everything added this time for this purpose is just a beginning of creating a very vivid and lively feeling. Also, many features are only just a foundation for massive chunks of the game that are yet to come.

This time we can also announce that before next major update, we will be pushing out another not planned upgrade with some neat features that are nearly done but need a little bit more testing.

You're welcome to try all of this out, and bombard us with your opinions!


P.S. following this update, and in line with previously announced plan, price of Early Access Starpoint Gemini 3 will be increased for the first time. If you're interested, you still have several days to use original price + current discount!

Fly safe!
LGM Games team



Jan 13, 2020
Starpoint Gemini 3 - mmihokovic_LGM
Greetings everybody!

We hope you had a spectacular holiday season! Time for extra food, drinks and R&R is slowly behind us, and time to do some serious work lies ahead.

As far as LGM studio is concerned, we've survived the end of December with minimal losses :) , and we're already preparing our first Update of 2020.

As promised at the start of Early Access, we're also using this opportunity to announce first price increase that is coming after next Roadmap update. If you're on the fence about jumping into Starpoint Gemini 3, you still have a bit of time to make use of initial price. In fact, currently active discounts are best opportunity to hop in. Price will be increased following the release of next Update.

In about a week time, Starpoint Gemini 3 will start this Year with a nice Update. Many of you invested some noticable hours into our game in the past weeks providing us with great feedback and suggestions. That and previously planned content is the backbone of the upcoming Update. Expect a new Starchart (both visually and funcionality wise), HUD improvements, increased traffic and more vibrant life in various sectors, new Nav Buoy jump elements and many more useful stuff...

In this Year, plans for Starpoint Gemini 3 are huge, so we better start early. This upcoming update is the result of hard work during final weeks of December and first week of January. 2020 is the Year this game will get its final shape, so be prepared for many updates, many changes and all those awesome things layed out in Roadmap plan some months ago.

Thank you and once again, have an awesome gaming 2020 !!!

LGM Games

Dec 19, 2019
Starpoint Gemini 3 - mmihokovic_LGM
Dear captains!

And so we came to the end of another year. Year full of amazing gaming hours and even more amazing worlds created by so many game dev teams out there. We really hope all of you will keep some memorable moments in anticipation of what awesome stuff are yet to come in 2020 and beyond...

As for our studio, we had an interesting year full of challenges, and we certainly hope we added to your positive gaming year. Starpoint Gemini Universe continued to grow, we pushed some new boundaries and laid the foundations to finalize greatest project we ever embarked upon.

So, what's next? Our mission is clear – relentlessly push for next update, keep an eye on your feedback and adjust the plan to ensure we deliver what we promised and what you guys deserve.

Before we turn to next year, let us just drop a few hints on what we're preparing for start of 2020:
- New Starchart, extensive HUD upgrades
- Planet docking rings
- Player ship customization
- ADAH drone upgrade
- Further expansion of Universe and how it behaves

Next two updates will have some elements switched around, so a number of details from Update 5 will come earlier, while few of them will be pushed from Update 4 to next one.

In 2020, Starpoint Gemini 3 will be transformed to a whole new level and we're anxious to share this experience with all of you. All of us is expecting a crazy good year for gamers everywhere, and we'll do our best to create something to meet these expectations!

We hope many of you will have some time off in the next couple of weeks. Take a good rest, play some good games and charge your batteries for another wild year ahead.

On our side, we'll be in line with holiday season expectations, so you'll be able to get your hands on any Starpoint game and complete franchise collection should you want to.

https://store.steampowered.com/app/977720/Starpoint_Gemini_3/
https://store.steampowered.com/app/419480/Starpoint_Gemini_Warlords/
https://store.steampowered.com/app/236150/Starpoint_Gemini_2/
https://store.steampowered.com/app/108110/Starpoint_Gemini/

In the end, we'd like to extend another huge „Thank you“ to every single member of our community. Thanks for support, thanks for your feedback and thanks for your continuous help with creating our games!

Merry Christmas and Happy New Year!

LGM Games team
Starpoint Gemini 3 - mmihokovic_LGM
Greetings captains!

Just before the holiday craziness kicks in, we've reached the third milestone. That means we're offering, just in time, some fresh new ways to expand your experience of the game and fill any free days you might have coming.

This update looks exactly as a December gift basket is supposed to look – a little bit of something for everyone!

You've already explored the available game areas? Good – now you have new ones to check out, including some pretty familiar planets. Or, you've mastered the combat system and you're unmatched out there? Awesome – Boss mechanics will make sure there is something out there you haven't seen yet and that WILL be an adequate challenge! Also, if you're bored of your everyday bartender – new businesses have opened onboard new stations and planets.

Besides the obvious additions you can't miss, a huge chunk of improvements is a mandatory part of each update – missions, equipment, AI, HUD elements, ADAH companion etc...

Anyways, to avoid spoiling the surprise, here is the entire changelog, and you can unwrap the presents yourself as soon as update is downloaded.

In case you want to take a sneak peek into what's „in the box“, there is a new short gameplay video trailer that speaks a lot more than words:

https://www.youtube.com/watch?v=OJdtwtNe0T8&lc=z224ilep0yuithfvjacdp43340c041aq1zyicm5z30hw03c010c

CHANGES
  • ADDED: entire game mechanics for Boss units and Boss fights
  • ADDED: 12 Monkeys Boss with mechanics in Outerlands sector
  • ADDED: Jeepers Creepers Bosses with mechanics in Pyros sector
  • ADDED: new HUD elements and information regarding Boss mechanics
  • ADDED: new Starchart icons and fonts for Boss units
  • ADDED: new SFX and VO elements linked to Boss fights
  • ADDED: new Nexus Android barman
  • ADDED: NavBuoys now have direction lines and destination tags
  • ADDED: Planet Earth sector, with all available options and infrastructure
  • ADDED: Da Vinci space station with all station options
  • ADDED: Delta space station with all station options
  • ADDED: General Drake outpost with all options
  • ADDED: new interiors on added space station
  • ADDED: Outlaws Gunner ship model
  • ADDED: Outlaws Dozer ship model
  • ADDED: Templars Vanguard ship model
  • ADDED: Catapult Ruine model
  • ADDED: various damage resistance icons to display if an NPC is heavily resistant
  • ADDED: NPC shields now have different OnHit visuals, depending on what type of damage they are more resistant to
  • ADDED: visual and audio damage and explosion effects to structures, as their hull drops below certain thresholds
  • ADDED: damage VFX on structures, as its hull drops, is now accompanied by visual and audio explosions
  • ADDED: Completely redesigned, animated loading screen
  • ADDED: in-game loading panel upgraded with new visuals and hints
  • ADDED: all supported languages have translated crafting hints
  • UPDATED: new camera views and movements while controlling the ADAH drone
  • UPDATED: Missiles balance - Player now has a bit more chance to manually dodge an incoming homing missile
  • UPDATED: AI of enemy ships when using equipment items
  • UPDATED: Reputation of the Outlaws faction now calculates other factions reputations as well
  • UPDATED: Keyboard shortcuts and bindings improved
  • UPDATED: further improved controller support and input recognition
  • UPDATED: Critical system failure types and triggering points improved
  • UPDATED: ammo storage CSF has new mechanics
  • UPDATED: NPC ships resistance is added to ship templates
  • UPDATED: Faction reputation now properly affects ability to dock at some space stations
  • UPDATED: near death screen warning has different effect and intensity
  • UPDATED: responsiveness of controls while in boost is increased
  • UPDATED: lead on target marker works more precise now
  • UPDATED: loot selection box increased
  • UPDATED: clear definition of crafting results
  • UPDATED: energy capacity for light weapons rebalanced
  • UPDATED: starchart icons for random missions
  • UPDATED: rebalanced NPC heavy weapons usage
  • FIXED: load game panel can now be sorted properly
  • FIXED: purchase and usage of Hyperion wings module doesn't crash the game anymore
  • FIXED: correct VFX is now triggered upon completion of repair missions
  • FIXED: enemy ships will not leave mission area anymore
  • FIXED: destroy missions from barmen work correctly now
  • FIXED: missions to defend objects now work properly without enemies getting stuck and becoming immobile
  • FIXED: waypoints on repair and defend missions will now clear correctly when the mission is done
  • FIXED: Gas extraction VFX now shows correctly even with nebula in the background
  • FIXED: Ships trails don't flicker anymore when changing movement direction
  • FIXED: experience points are now awarded correctly after mission completion
  • FIXED: cruise and cut engines options do not interfere anymore
  • FIXED: Issues with structures, encounters and factions in sector Extera
  • FIXED: Issues with structures, encounters and factions in sector Pyros
  • FIXED: Issues with structures, encounters and factions in sector Caterton
  • FIXED: Issues with structures, encounters and factions in sector Outerlands
  • TWEAKED: NPC ship threat calculation tweaked
  • TWEAKED: basic global encounters updated to take NPC threat calculation properly into account
  • TWEAKED: basic global encounters now take into account player level and the specific map the encounter takes place on

These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 3. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.

Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the third of almost a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forum.

Have a nice holiday ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
LGM Games team

Nov 26, 2019
Starpoint Gemini 3 - mmihokovic_LGM
Greetings captains!

A couple of weeks ago we released the second major upgrade for the game, and just to keep you guys informed, we wanted to share some details on the upcoming, third roadmap milestone.

Yep, Christmas and New Year season is around the corner, so everybody is entitled to some special candies. And that is exactly what is coming! We'll have a really big candy this December. What can you expect? Well, the addition of World Boss mechanics will likely be the most noticeable treat of all. Do you have what it takes to take them down?

If confronting „boss“ adversaries is just too much for you and you want a peaceful holidays this year, then indulge yourself in some smooth mining and scavenging in the farthest reaches of the universe. Mechanics of both will get a nice upgrade this time around.

And, since all of you good captains will hopefully have more free time on your hands in December, we'll also expand the universe to fill the gap. New world sector, new space stations, new bars and associated bartenders with quests...they will all be ready to welcome you in this, the happiest month of the Year!

Brace yourself...

LGM Games team
Starpoint Gemini 3 - intercorona
You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!

No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.

Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?

Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
  • Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
  • All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
  • Create anything from better (more complex) items to equipment and weapons

Radiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
  • rather important visual warnings will scream at you
  • gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
  • added radiation areas in all sectors
  • added VFX & SFX to complement the gameplay effect
  • added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*

AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
  • Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
  • AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
  • AI becomes increasingly more complex as you progress through the game.
  • NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
  • NPCs can now drop mines when their ships or egos are threatened

Moving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion.
The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!

Almost forgot about how we…
rebalanced the hell out of a lot of things
  • different wings now have a different number of turret slots.
  • player ship hull module HP increased significantly
  • player ship shield module HP increased significantly
  • player weapon energy cost increased somewhat (in some cases significantly)
  • overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
  • Player shield recharge increased
  • Player shield reboot time reduced
  • higher tier NPCs deal significantly more damage
  • higher tier NPCs have significantly stronger hulls and shields
  • Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
  • Loot drop value is increased across the board.
  • boost speed decreased and now varies depending on the engine installed
  • cruise speed decreased to 300 for all ships
  • player ship modules prices

…oh and also how we…
overhauled the entire flight model
  • A number of booster and cut engines tweaks and upgrades
  • Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
  • Added a few missing controls and made a lot of overall quality-of-life improvements

In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!

CHANGES
  • ADDED: new equipment and additional equipment tiers
    • the already mentioned Nanoscrubbers take that accumulated radiation edge off
    • Higher tier decoys lure angry missiles away
    • Booster injection gets some of that juicy fuel back into your booster to keep going
    • Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
  • ADDED: a whole lot of additional missiles (specifically higher tier missiles)
  • ADDED: 4 completely new weapons to purchase and use
  • ADDED: more weapons of the higher tier persuasion
  • ADDED: Missiles can now be found in loot drops
  • ADDED: new ship modules in drydocks
  • ADDED: new difficulty settings – easy, normal, hard, insane
  • ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
  • ADDED: In-game HUD now shows the names of equipped and swapped weapons
  • ADDED: In-game HUD now shows live stats of weapons/shields/missiles
  • ADDED: NPC ships can now move and shoot following a specific path, if need be
  • ADDED: SFX when upgrading skills
  • ADDED: SFX for incoming enemy missiles and launched missiles
  • ADDED: a HUD warning if some action cannot be executed
  • ADDED: Steam controller support
  • ADDED: new equipment items
  • ADDED: Equipment now has short text info
  • ADDED: In-game panels can now be toggled via keyboard shortcuts
  • ADDED: camera shake effect when hitting an asteroid
  • ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
  • ADDED: huge hollow asteroids that ships can fly through and use as cover
  • ADDED: enemy ships now spawn with different tiers depending on map difficulty
  • ADDED: new event when player enters the range of specific object
  • ADDED: outlaw faction ships now have appropriate trails
  • ADDED: player engine/trails change color depending on speed and currently used flight mode
  • ADDED: explosions on asteroid destruction
  • ADDED: title cards in campaign missions
  • ADDED: several types of enemy behavior templates
  • UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
  • UPDATED: controller software keyboard
  • UPDATED: color schemes of HUD waypoint and info icons
  • UPDATED: default reputation with certain in-game factions
  • UPDATED: balanced NPC vs NPC damage variables
  • UPDATED: collect all option works properly, players can remove items from cargo
  • UPDATED: NPC ships have different, more realistic firing arcs
  • UPDATED: HUD reticle more visible and has variations depending on equipped weapon
  • UPDATED: campaign missions in chapter 1 reworked and polished
  • UPDATED: cutscenes in campaign chapter 1 have been upgraded
  • UPDATED: improved visuals in nebulas
  • UPDATED: faction reputation alignment system has been reworked
  • FIXED: text alignment in station/bar dialogues
  • FIXED: all barman dialogues are now skippable
  • FIXED: shortcut for buy/sell trader buttons work properly now
  • FIXED: resolution setting in launcher will be properly saved now
  • FIXED: freelance mission ships are properly marked now
  • FIXED: impact explosions on ship hull work properly now
  • FIXED: player ship shield regeneration variable works properly on load
  • FIXED: scripts for freelance mission ending now work properly
  • FIXED: in-game dialogues work properly when paused
  • FIXED: possible resolution problem when automatically choosing setting in launcher
  • FIXED: launcher will no longer crash if Steam isn't running in the background
  • FIXED: NPC ships will target and hit player properly in all situations
  • FIXED: When changing control settings in launcher, resolution won't abruptly change with it
  • FIXED: Player is no longer stuck in photo mode when using it
  • FIXED: camera works properly when using the controller and holding down LT to follow target
  • FIXED: menu footer is changed correctly when using HOTAS
  • FIXED: key binding in controls cannot be duplicated anymore
  • FIXED: target locks will appear in correct positions now
  • FIXED: numerous HUD errors when playing the Spanish language version
  • FIXED: branching dialogues won't break anymore if using HOTAS/controller
  • FIXED: various controls binding issues with HOTAS and controller
  • TWEAKED: visual controls input when using HOTAS

Cheers!
LGM Games team
Starpoint Gemini 3 - mmihokovic_LGM
Hello to you all again!

It is a perfect day to update the game with first announced roadmap update.

Following the loads of feedback we've received from our fans after the launch of Starpoint Gemini 3 into Early Access roughly a month ago, we've focused our attention on gameplay. Now introducing: SKILLSHOT UPDATE!

The Starpoint Gemini 3 combat system, lovingly (as well as sarcastically) called DAWGFIGHT SYSTEM, hits the next checkpoint. The latest update introduces the complete skill system, imagined not as a do-all-end-all mechanic that enables you to obliterate the entire universe with a single push of a button, but as the perfect blend between using special abilities, passive bonuses and dogfightging.

The skill system is here to extend the combat gameplay, not substitute it.
Skills are the crux of the latest content update, but there's plenty more to check out.

CHANGES
  • ADDED: skill system mechanics, both gameplay wise and VFX
  • ADDED: critical system failure (CSF) now applies to player in intended situations
  • ADDED: drydocks now have new ship modules available for purchase: wings, engines, hulls
  • ADDED: additional enemy ships to fight against
  • ADDED: various equipment items, including missiles countermeasures
  • ADDED: optimization to allow faster starchart loading
  • ADDED: various missile weapons, both guided, non-guided and torpedoes
  • ADDED: Steam cloud saves are now operational and work properly
  • ADDED: Steam trading cards are now implemented and work properly
  • ADDED: 3D sound
  • ADDED: various sounds including warnings and proximity alerts
  • ADDED: NavBuoy structures now have linked encounter events if attacked
  • ADDED: Space stations now have linked encounter events if attacked
  • ADDED: Ships on patrol paths now have linked encounter events if attacked
  • ADDED: Destructible container objects now have linked encounter events if attacked
  • ADDED: Anomalies can now appear in Gemini
  • ADDED: Asteroids now have linked encounter events if destroyed/mined
  • ADDED: Junkyard objects now have linked encounter events if destroyed/scavenged
  • ADDED: Player’s missiles can now miss the target, even when using guided projectile
  • ADDED: all campaign combat missions now have proper mission areas
  • ADDED: all asteroids now have correct explosions attached when destroyed
  • ADDED: visual shockwave on missile hit effects
  • ADDED: visual shockwave on ship exploding effects
  • ADDED: trails and particles on all wings ship parts in the game
  • ADDED: objective notifications on campaign mission on Extera
  • ADDED: Keyboard shortcuts for accessing starchart, inventory and skills panels
  • ADDED: Brazilian Portuguese translation to game
  • ADDED: various new movement sounds for player engines and cruise mode
  • ADDED: sliders in options menu now work properly in non 1K resolutions and ratios
  • ADDED: additional support for several more HOTAS devices
  • ADDED: it is now possible to avoid missiles, especially by using cut engines
  • UPDATED: The chance that NPC drops loot when destroyed is drastically lowered if the player can't be credited with the kill.
  • UPDATED: The entire loot drop system has been rebalanced
  • UPDATED: Energy cost of cannons is heavily increased
  • UPDATE: Rate of fire of cannons is increased
  • UPDATED: Damage of cannons is drastically increased
  • UPDATED: Damage of scatterguns is increased
  • UPDATED: Reduced the projectile count of some scatterguns
  • UPDATED: Player waypoint is now correctly attached to the starchart structure
  • UPDATED: Game menu has rearranged option hierarchy according to most frequent use
  • FIXED: an error in the Main menu background video
  • FIXED: after a cutscene, the camera reverts to the mode it previously had
  • FIXED: sector Pyros now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
  • FIXED: sector Outerlands now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
  • FIXED: sector Caterton now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
  • FIXED: player cannot be attacked anymore while docked inside Pirate Harbor station
  • FIXED: player cannot be attacked anymore while docked inside Lunae station
  • FIXED: while using photo mode and orbit camera, weapons and camera view works properly now
  • FIXED: when undocking or respawning, the camera will appear in the correct position
  • FIXED: during camera shake effect, HUD elements don't follow the same pattern
  • FIXED: Avenger shotgun weapon doesn't exceed buffer limit anymore and CTD is eliminated
  • FIXED: when the game is paused, particles are still drawn normally
  • FIXED: missiles now explode as intended when reaching their destination
  • FIXED: different number of heavy and light weapons installed on wings don't cause a crash anymore
  • FIXED: HUD hint panel now shuts down properly
  • FIXED: when game is running in the background, mouse pointer performs normally
  • FIXED: waypoint for Liberland carrier in campaign mission now isn't hidden behind planet anymore
  • FIXED: waypoints don't hang on starchart when you jump back and forth using Starpoint or Tgate
  • FIXED: Magellan refinery now has correct collision sphere
  • FIXED: Pyros bartender now has correct facial animations when accepting all quests
  • FIXED: in freeroam player set starchart marker is properly removed after reload
  • FIXED: starchart doesn't crash anymore when reloading identical save game a few times
  • FIXED: removed exploit where equipment cooldown was evaded by un-equipping the item
  • TWEAKED: options menu works more smoothly and is more user friendly
  • TWEAKED: various balancing and AI related issues
  • TWEAKED: military patrol paths are reworked and improved in all sectors

These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 1. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.

Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.

In the end, let us reiterate that this update is the first of a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forums

Have a nice weekend ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!

Cheers!
LGM Games team

Sep 26, 2019
Starpoint Gemini 3 - mmihokovic_LGM


Greetings fellow earthlings!

In case you were wondering, nope, we haven't dropped dead after Early Access release run, nor have we been abducted by you-know-who sporting big black eyes and the skin tan of a full ashtray. We’re still here, live ‘n kickin’, firing missiles, mowing down enemy fighters… as people usually do. Today however, we wanted to share some details on what we’ve been up to lately.

If you've looked at our planned roadmap, the next big milestone, appropriately named Skillshot, and everything for that oh-jolly-what-a-most-festive occasion is still going according to plan. In our internal version we're already very „skilled“, our missiles are as blind as bats (we might tweak that a bit…) and critical failures plague our ship.

We're preparing lots of goodies for this upcoming update: dumbfire missiles, CSF mechanics, entire skill system, new ship modules, new equipment... and a big bundle of Tough love bug-spray for all the bugs you guys reported!

Thank you for providing all the awesome feedback! The upcoming update will be better thanks to you! And that one is just the first of many.

See you with the new update in a little while. In the meantime, I made a bet I can make a mid-flight precise strike against a small moving enemy fighter using only an unguided capital ship busting torpedo, so I really should get back to that…
...