Launch, custom character portraits, fear, Allure Cybergenetics and Dablue Yutaki are here! The Hallowed Mün has set for another cycle, but don’t worry, Skull Candy stays fresh forever.
Launch!
Originally we had planned on a launch date in Fall 2016, but we were fortunate enough to receive some additional funding that will allow us to spend extra time on polishing existing content and adding more content for launch - extra missions, events, items, and player suggestions. We have a launch date picked out in Spring 2017 and will announce it at the start of next year. We believe taking the extra time to polish and add more content will help make StarCrawlers even better. If you have questions or comments, please feel free to share them in the forums!
Custom Portraits
In the Overview menu, you can now click the Edit button to rename and change the art for each character. Thank you to eharper256 for the original suggestion and everyone who gave feedback on the Steam forums for this feature! If you'd like templates to work with, you can find them here.
Factions
Allure Cybergenetics can now be contact via the Wire terminal.
Dablue Yutaki can now be contacted via the Wire terminal.
Faction favor now updates when taking time off, so you can accumulate positive favor (and have to deal with angered factions) even when resting.
An autosave is now triggered after ending a call from the Wire terminal or entering or exiting any building in STIX.
Prototype
The Prototype now joins your party for free at the conclusion of its reconstruction event.
The Prototype AI Core now also boosts damage and elemental resistances.
Hacker
Cripple no longer requires a Stun effect on the target. Cooldown increased to 8 turns. Slow amount reduced to 50/75/100% Hacker weapon Time Unit cost.
Combat
Certain rare mobs can now inflict Fear upon crawlers, rendering them unable to act for several turns until the effect is resisted.
The Prototype is immune to fear.
Syndromes
Grievous Wounds can now be cured at the Medbay, but cost significantly more than other syndromes.
UI
Trashing items will now show a confirmation screen. Items that are Loot, Common, or Uncommon, will not show a confirmation screen to trash.
Key story items are no longer trashable.
Fixed an issue preventing previewing certain abilities when creating a new character.
Fixed an issue when an object is destroyed, permanent free look is enabled, and context needs clearing.
Fixed an issue causing FPS loss when contacting certain factions via the Wire terminal.
Fixed an issue with the Combat Initiative stat not being displayed on equipped items.
General Fixes
Fixed issue with faction reputation resetting if a certain bug occured.
Fixed an issue with gear that modifies health causing negative values when swapped out with default equipment.
Fixed issue with player hp being calculated incorrectly before factoring modifications from gear.
Fixed an issue causing Corp Office maps to be selected less for faction ops against your team. It is no longer safe hiding in the office.
Launch, custom character portraits, fear, Allure Cybergenetics and Dablue Yutaki are here! The Hallowed Mün has set for another cycle, but don’t worry, Skull Candy stays fresh forever.
Launch!
Originally we had planned on a launch date in Fall 2016, but we were fortunate enough to receive some additional funding that will allow us to spend extra time on polishing existing content and adding more content for launch - extra missions, events, items, and player suggestions. We have a launch date picked out in Spring 2017 and will announce it at the start of next year. We believe taking the extra time to polish and add more content will help make StarCrawlers even better. If you have questions or comments, please feel free to share them in the forums!
Custom Portraits
In the Overview menu, you can now click the Edit button to rename and change the art for each character. Thank you to eharper256 for the original suggestion and everyone who gave feedback on the Steam forums for this feature! If you'd like templates to work with, you can find them here.
Factions
Allure Cybergenetics can now be contact via the Wire terminal.
Dablue Yutaki can now be contacted via the Wire terminal.
Faction favor now updates when taking time off, so you can accumulate positive favor (and have to deal with angered factions) even when resting.
An autosave is now triggered after ending a call from the Wire terminal or entering or exiting any building in STIX.
Prototype
The Prototype now joins your party for free at the conclusion of its reconstruction event.
The Prototype AI Core now also boosts damage and elemental resistances.
Hacker
Cripple no longer requires a Stun effect on the target. Cooldown increased to 8 turns. Slow amount reduced to 50/75/100% Hacker weapon Time Unit cost.
Combat
Certain rare mobs can now inflict Fear upon crawlers, rendering them unable to act for several turns until the effect is resisted.
The Prototype is immune to fear.
Syndromes
Grievous Wounds can now be cured at the Medbay, but cost significantly more than other syndromes.
UI
Trashing items will now show a confirmation screen. Items that are Loot, Common, or Uncommon, will not show a confirmation screen to trash.
Key story items are no longer trashable.
Fixed an issue preventing previewing certain abilities when creating a new character.
Fixed an issue when an object is destroyed, permanent free look is enabled, and context needs clearing.
Fixed an issue causing FPS loss when contacting certain factions via the Wire terminal.
Fixed an issue with the Combat Initiative stat not being displayed on equipped items.
General Fixes
Fixed issue with faction reputation resetting if a certain bug occured.
Fixed an issue with gear that modifies health causing negative values when swapped out with default equipment.
Fixed issue with player hp being calculated incorrectly before factoring modifications from gear.
Fixed an issue causing Corp Office maps to be selected less for faction ops against your team. It is no longer safe hiding in the office.
We added quite a few tweaks and some more fixes. So here are the patch notes. And the usual SPOILER ALERT!
Changes (since 1.0.21)
Popo City CREDIT balancing: We didn't like how some people experienced Popo City as being 'grindy'. People that went through all the jobs a bit faster and figured out everything before the CREDIT counter got close to 100k, were kind of forced to grind jobs or afk until they reached the CREDIT goal.
We find the Popo City gameplay most enjoyable when the player just drifts off, trying to find out different ways to make money, interact with NPC's while in the background the CREDIT increases. So we focussed on increasing CREDIT in the background, rather than increasing the CREDIT rewards for jobs. Here are a couple of changes that hopefully improve the experience for every type of player:
The CREDIT will increase much faster depending on how many jobs you tried out and whether you've figured out the kneft infestation. This way players still get enough time to try everything out, but once they've done most of the things there are to do, the game will help them get to the next stage quicker.
Traavis Duivels' store is 10 times as cheap. You will be able to buy CREDIT through Traavis' shop for less ridiculous prices. So if you've already made a lot of money and you want to push the CREDIT up faster (or if you're doing a speed-run), it's something to consider using.
Fishing changes: So far cheap hooks and good hooks had completely different reward tables. Cheap hooks never got you anything valuable, while good hooks did. You weren't able to find Hendricks hat with cheap hooks either. Some people might not have realised this, while enthusiastically fishing with cheap hooks. We want you to get fun rewards when fishing, whether you're using cheap or good hooks for whatever reason.
Cheap hooks can get you just as valuable items as good hooks, but the chance to get a valuable item is lower.
If you're really lucky, you can now also a chance to fish up gumcores.
You can still ask for free hooks from Hendrick after giving his hat.
Other Changes:
The alternative way to get a Popo Chipcard without buying or stealing it (yourself), has been improved a bit.
Fnakbal is now repeatable.
Flipside has been altered a bit. There is also a new item available that might be helpful for defeating Bankkrent phase 2.
Added a few more situational dialogues.
Can no longer fall asleep while wearing coffee hat (i c u raylazor).
Added location title graphics for Old Town, Central, the Sinkhole and Flipside.
Slightly smaller chance to have to deliver in Old Town when delivering newspapers.
Get 3 times as much smurt when delivering newspapers in Old Town.
Some GPU optimalisation for light effects (should give a small fps boost in certain areas/situations on slower computers).
New song has been added to the OST DLC (Bankkrent's Sorrow).
Fixes (since1.0.21)
Music behaved a bit weird during the protest if Radio Dekster was activated. Fixed now.
Some protest wums had no faces if the cutscene started while you were already in the room. Fixed now.
Fixed an issue where you could get stuck in the ritual place by moving the walls down with your instrument before entering the room.
There were a few loopholes that made it possible for a store to lose its items without you actually buying it. That should all be fixed now.
Fixed an issue where you could get stuck in the ritual place in Redav Kned's Guesthouse by moving the walls down with your instrument before entering the room.
You can now sign Betty's contract with your gamepad.
Gumgum skins now also work with autofire setting on gamepad.
Shopping DLC electric weapon now works with autofire on gamepad. (if you dislike autofire, you can change the hidden setting %localappdata%/wuppo/Wuppo_config.ini )
Denksnavel will no longer "remind" you about Traavis if you haven't spoken to Traavis yet.
Chefnaquer's bullets behaved weird.
Various minor/rare bugfixes related to GUI graphics /gamepad mode, fnakbal, turning invisible and more stuff I don't remember right now :D
We added quite a few tweaks and some more fixes. So here are the patch notes. And the usual SPOILER ALERT!
Changes (since 1.0.21)
Popo City CREDIT balancing: We didn't like how some people experienced Popo City as being 'grindy'. People that went through all the jobs a bit faster and figured out everything before the CREDIT counter got close to 100k, were kind of forced to grind jobs or afk until they reached the CREDIT goal.
We find the Popo City gameplay most enjoyable when the player just drifts off, trying to find out different ways to make money, interact with NPC's while in the background the CREDIT increases. So we focussed on increasing CREDIT in the background, rather than increasing the CREDIT rewards for jobs. Here are a couple of changes that hopefully improve the experience for every type of player:
The CREDIT will increase much faster depending on how many jobs you tried out and whether you've figured out the kneft infestation. This way players still get enough time to try everything out, but once they've done most of the things there are to do, the game will help them get to the next stage quicker.
Traavis Duivels' store is 10 times as cheap. You will be able to buy CREDIT through Traavis' shop for less ridiculous prices. So if you've already made a lot of money and you want to push the CREDIT up faster (or if you're doing a speed-run), it's something to consider using.
Fishing changes: So far cheap hooks and good hooks had completely different reward tables. Cheap hooks never got you anything valuable, while good hooks did. You weren't able to find Hendricks hat with cheap hooks either. Some people might not have realised this, while enthusiastically fishing with cheap hooks. We want you to get fun rewards when fishing, whether you're using cheap or good hooks for whatever reason.
Cheap hooks can get you just as valuable items as good hooks, but the chance to get a valuable item is lower.
If you're really lucky, you can now also a chance to fish up gumcores.
You can still ask for free hooks from Hendrick after giving his hat.
Other Changes:
The alternative way to get a Popo Chipcard without buying or stealing it (yourself), has been improved a bit.
Fnakbal is now repeatable.
Flipside has been altered a bit. There is also a new item available that might be helpful for defeating Bankkrent phase 2.
Added a few more situational dialogues.
Can no longer fall asleep while wearing coffee hat (i c u raylazor).
Added location title graphics for Old Town, Central, the Sinkhole and Flipside.
Slightly smaller chance to have to deliver in Old Town when delivering newspapers.
Get 3 times as much smurt when delivering newspapers in Old Town.
Some GPU optimalisation for light effects (should give a small fps boost in certain areas/situations on slower computers).
New song has been added to the OST DLC (Bankkrent's Sorrow).
Fixes (since1.0.21)
Music behaved a bit weird during the protest if Radio Dekster was activated. Fixed now.
Some protest wums had no faces if the cutscene started while you were already in the room. Fixed now.
Fixed an issue where you could get stuck in the ritual place by moving the walls down with your instrument before entering the room.
There were a few loopholes that made it possible for a store to lose its items without you actually buying it. That should all be fixed now.
Fixed an issue where you could get stuck in the ritual place in Redav Kned's Guesthouse by moving the walls down with your instrument before entering the room.
You can now sign Betty's contract with your gamepad.
Gumgum skins now also work with autofire setting on gamepad.
Shopping DLC electric weapon now works with autofire on gamepad. (if you dislike autofire, you can change the hidden setting %localappdata%/wuppo/Wuppo_config.ini )
Denksnavel will no longer "remind" you about Traavis if you haven't spoken to Traavis yet.
Chefnaquer's bullets behaved weird.
Various minor/rare bugfixes related to GUI graphics /gamepad mode, fnakbal, turning invisible and more stuff I don't remember right now :D
Hello everyone! Hope you guys have been having fun with the INX beta so far; the game is releasing next week, as soon as Valve gives the thumbs-up for it, so if you haven't given feedback, or a more comprehensive look at the game, now it's the time!
Some cheats have been included in order for you guys to sample as much content possible in this time; you can press "U" on the main menu to unlock all the game content, and you can press "Q" ou left trigger during gameplay to get 6 lives instantly. Now go and get testing :)
Gauntlet games now have a chance to encounter additional specialized merchants (weapons, armor, trinkets)
Story mode can now only be played in the normal difficulty (no permadeath), Gauntlet mode remains as is with permadeath on always
Mimics now have a visual tell in their artwork
When the player is hallucinating, any allies are also considered hallucinating and will battle the hallucinations
When killing the last real enemy and getting the xp reward, any remaining hallucinations on the current floor are automatically dispelled
Gauntlet NPC followers no longer depart at the end of a level chain
Removed the Hall of Fame for "Story (Hard)" mode, any existing ranked players have been merged into the now single unified hall of fame for story mode games
Game mode (story/gauntlet) is now remembered and automatically set when creating a new game on the options screen
Decreased the delay required for mouse button press and hold to execute moves/actions making controls more responsive
Teleport skill post delay now faster
When releasing the mouse button after holding it down a long time (driving movement), the player now immediately stops moving or executing other commands queued up while the mouse button was pressed.
Floor traps have new revealed artowrk of a big red X and now appear in all areas
Cosmic loot crystals now have a chance to explode, but can also be disarmed like exploding barrels
Altered music sets for Lava and Plasma environments
Increased the upgrade cost for the gauntlet vault
Fixes
Fixed a case where enemies could freeze and not return to idle animations
Fixed Pallom being invulnerable when following the player in gauntlet games
Gauntlet games now have a chance to encounter additional specialized merchants (weapons, armor, trinkets)
Story mode can now only be played in the normal difficulty (no permadeath), Gauntlet mode remains as is with permadeath on always
Mimics now have a visual tell in their artwork
When the player is hallucinating, any allies are also considered hallucinating and will battle the hallucinations
When killing the last real enemy and getting the xp reward, any remaining hallucinations on the current floor are automatically dispelled
Gauntlet NPC followers no longer depart at the end of a level chain
Removed the Hall of Fame for "Story (Hard)" mode, any existing ranked players have been merged into the now single unified hall of fame for story mode games
Game mode (story/gauntlet) is now remembered and automatically set when creating a new game on the options screen
Decreased the delay required for mouse button press and hold to execute moves/actions making controls more responsive
Teleport skill post delay now faster
When releasing the mouse button after holding it down a long time (driving movement), the player now immediately stops moving or executing other commands queued up while the mouse button was pressed.
Floor traps have new revealed artowrk of a big red X and now appear in all areas
Cosmic loot crystals now have a chance to explode, but can also be disarmed like exploding barrels
Altered music sets for Lava and Plasma environments
Increased the upgrade cost for the gauntlet vault
Fixes
Fixed a case where enemies could freeze and not return to idle animations
Fixed Pallom being invulnerable when following the player in gauntlet games
An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers.
Changes
Unfortunately the list is too long to post. You can find the full change log on our news.
Version details
Steam build ID numbers: Game 1447117, dedicated server tool 1447119, SDK tool 1447120.
Please use the steam build ID number as a reference when posting an issue or query on our message boards. You can find the build number you currently have within Steam by right clicking our game or tools, selecting Properties, then selecting the Local Files tab.