Update #337 swings back around to the Rumor system to deepen their impacts into multiple systems and the Contact simulation. With this update we've improved the results for Artifact Find, Merchant Fleet, Starport Closed and Mercenaries. Rumors are a key system in Star Traders: Frontiers that cause variation, reasons to travel, dynamic and short term goals and help shake up the Contacts in the simulation, so the more numbered and powerful their effects the more interesting they become.
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Artifact Find Expansions
The Quadrant Rumor Artifact Find has a wide impact across Explorer and encountering Smuggler ships. There are Artifacts to be found, and while previously the Rumor mostly impacted the direct results of Explorer, now the Rumor also expands the value and size of any Stashes discovered during Explorer. In the case where you find some clue that reveals another smuggler or pirate's stash, it is a stash that was bloated in value by the Artifact Find Rumor and the value and type of cargo in that stash will be better for it.
Also, we've further increased the value of bonus cargo being carried by Smugglers across the Quadrant with Artifact Find Rumor active. If you're a pirate, there is even more incentive to flock to the quadrant for valuable pickings now.
Speaking of which ...
Gone Lootin'
The Pirate's Talent "Looter's Instinct" which adds a bonus cargo to a Merchant encountered while Blockading now has Rumor hooks as well. The type of bonus cargo and the count allocated to the bonus is now larger when the Quadrant Rumors Merchant Fleet or Artifact Find are active.
If you plan to truly capitalize on the value of Rumors, be sure to build out a crew to help you find them and then use Talents to reap the rewards.
Stardock Closed Blocks Escapes
Stardock Closed Rumor already has a wealthy of unfortunate consequences. First, you can't fuel, repair, upgrade or access dry docked ships at this landing zone and any local Contacts are at risk of Influence loss. We've punched up the risk to Contacts to represent their inability to flee in the case of trouble. If a Contact suffers an assassination attempt from another Contact while such a Rumor is active, it is 25% less likely that they will survive.
Considering that a Contact may have used their action to drop this harmful Rumor on an enemy Contact's zone, they are basically setting up their enemy for a possible death blow on their next action in the simulation.
Mercenaries Jam Black Market
While a Mercenaries Rumor is affecting a zone, the Black Market can be a little more dangerous. In response to these often-troublesome off-worlders clogging the starport, spice hall and surrounding district, the local forces have doubled down on their patrols to keep the peace. Which makes sneaking your illegal cargo to the Black Market more difficulty. Where there are Merc Rumors, security patrol cards are more likely now in the Black Market.
- 'Artifact Find' Rumor now causes increased found Stash value in Explorer - Increased value of cargo found in Smuggler's holds during 'Artifact Find' - Boosted power of Pirate Talent 'Looter's Instinct' when Merchant or Artifact rumors active - Updated 'Artifact Find' Rumor makes it easier to access the Black Market when active - The 'Stardock Closed' rumor now harms Contact influence, makes it 25% harder to escape assassins - The 'Mercenaries' rumor now increases the chance of combat patrols in Black Market
S.T.A.L.K.E.R. 2: Heart of Chornobyl - [GSC]Super_PropheT
Dear stalkers,
Last year, during Gamescom 2023, we finally had the chance to meet in person. We gathered around the campfire with you to share something valuable that we have been creating for you for all these years — a small part of S.T.A.L.K.E.R. 2: Heart of Chornobyl. Publicly, for the first time ever.
Our one-time initiative then transformed into a journey from campfire to campfire across France, Brazil, Singapore and other countries. Thousands of players were able to play the game themselves and give us the much-needed feedback afterwards.
And as true friends always do, you shared your honest thoughts about the game. Both positive and negative, and we are thankful for that. From your insights, we figured out two key points: the one to celebrate and the one to consider seriously.
The first one: the Zone remains the Zone. In its true beauty and after our likeness. The game absolutely feels and plays like S.T.A.L.K.E.R, the atmosphere, hardcore style, harsh and unwelcoming environment are ready to cook, and we can’t be more grateful for these words, as they basically sum up both the key intention and the main inspiration for the project from the very beginning at the same time.
The second one was: the gear in the backpack should be checked one more time to be completely sure it will not fail us in the most needed moment. On the technical side of things — the game needs more time.
Throughout the frankly challenging development process, we understood the time was of the team's main essence. Seeing the scope of polishing and understanding that we can’t push your patience too much, we were absolutely dedicated to releasing the game in Q1 2024, and we worked extra hard to meet the release window.
That, however, doesn’t change the fact that at the beginning of this year, we still witnessed the certain amount of technical imperfections that hold S.T.A.L.K.E.R. 2 below the expected standards for the final experience our fans are waiting for.
While there is absolutely no way to make another delay sound less dim, we decided to be clear about our reasons to postpone the game for the sake of yet another wave of polishing.
The final release date for S.T.A.L.K.E.R. 2: Heart of Chornobyl is now September 5, 2024.
We know that you are waiting for this moment, as well as we do. But the preparation needs to be done so that the journey into the Zone goes smoothly and as planned. Thanks for your patience and continuous support, and be ready to see a lot of info about the game further this year.
We're excited to share that Community Items (like Steam Trading Cards) are now live for It's a Wrap! Thanks for the continued love for our movie-making puzzles, and we hope you enjoy the new emoticons and backgrounds from the game.
This is the first Dungeon Renovators playtest! Note that this is a very early build: art and animation is mostly placeholder, and not all features are in the game yet. So why let people play it? We want to make sure that the game is shaping up to be fun and that we're headed in the right direction. It's important that we find out what people like most (and don't like) before it's too late to make changes. At the end, be sure to hit F12 to submit feedback on what you liked and what changes or additions you'd like to see. Also, note that this playtest should work pretty well with gamepads.
Greetings, Survivors! We’re excited to announce that Experimental game update 1.24 is now available on experimental branches on Steam! As with most updates early in the year, this one includes a clean sweep. Basically, we went through our backlog and tackled a variety of lingering issues. Let’s go through some of the major ones, so you know what to focus on while you’re enjoying the experimental branch.
It’s pretty much tradition at this point that our awesome community breaks DayZ’s record for highest player count every new year! It was definitely a confidence boost this time around, as we face a number of challenges in this year’s plan—by far the most ambitious we’ve had since the engine switch in 2018. But it’s far too soon to talk about such things here. Instead, this post is dedicated to the year’s first experimental release: game update 1.24!
As with most updates early in the year, this one includes a clean sweep. Basically, we went through our backlog and tackled a variety of lingering issues. Let’s go through some of the major ones, so you know what to focus on while you’re enjoying the experimental branch.
The collision geometries of vegetation (particularly trees and bushes) received a substantial polishing pass. Our aim was to simplify and fix issues which were causing odd collisions with vehicles. There were also performance problems with too many particles, which occurred whenever a bullet pierced through branches.
Speaking of particles, we took a look at firearm particles and optimized them for smoother gunplay. We also increased the recoil slightly in several automatic firearms. Furthermore, we unified our approach to randomly loaded firearms that spawn in the world. This change now makes it impossible to recognize whether a firearm was dropped by a player or spawned in recently.
Unfortunately, we had to postpone making more complex changes to the infected AI, though we still found time to investigate some of the issues. As a result, we significantly reduced the noise from the impact of bullets. This means the infected won’t be so easily drawn to the impact from fired bullets (particularly helpful when suppressed firearms are used). We also increased the damage output of blunt melee weapons and tools against the infected and animal AI. This was done by adding a portion of their shock damage into the total damage dealt.
Moving on, a noteworthy improvement was also made to bandaging. If your character has multiple bleed sources, and your bandage stack has enough uses, you can now continuously bandage without any interruptions.
If you’d like to dive deeper into experimental update 1.24, you can find the change notes on our forums. Fair warning—the change notes also mention a few fun things that are included in this update. So, if you’d rather not spoil the surprise, join us on the experimental servers before you do any more reading!
As usual, please report any issues you may encounter to our feedback tracker. Thank you!
Here is a small patch with a bunch of fixed bugs that was mostly found by the community. Also this patch brings a pretty big change in rotation steps of big hexagon-like sockets that can be found mostly on fuel tanks. Initially those sockets supported only 60 degrees turns to follow the hexagon sockets restrictions. After receiving some feedback and thinking about it for a while I decided to remove this restriction and allow rotation on those sockets with a 10 degrees step. Despite being not very “socket accurate” It should not break anything and will greatly increase customizability of all rockets. I hope you will enjoy this change.
v0.20.8 release notes
Part changes:
🔸 rotation step for hexagon, heptahedron, star and heptahedron range sockets increased from 6 to 36 steps;
Changes:
🔸 updated to latest Unity patch version, increasing the game stability; 🔸 removed CRC check on asset bundles, that can randomly prevent the game from starting up; 🔸 removed some shader duplication wich should improve performance; 🔸 update game input module to a version that fully supports current Unity Engine.
Fixes:
🔸 spacecraft item lose status line when spacecraft name is too long; 🔸 newely created rocket could failed to save, if rocket with the same id did not load properly; 🔸 game crashes on quit from flight or spaceport; 🔸 black squares appears on windows in the assembly shop; 🔸 orbit stats panel breaks when changing SOI from Earth to Moon; 🔸 flipped socket for nano reaction wheel; 🔸 visible tiling on skycrane material; 🔸 crash on skycrane detach when spacecraft is on the ground; 🔸 crash when adjusting manever using mouse wheel, when editing values in input fields at the same time.