Update #116: Opening Moves
Permadeath settings have never allowed Save Slots which unfortunately has removed the ability to use Save Slots to store the setup of your game, crew and officers. We've changed these rules to now allow Save Slots for permadeath games within the first 12 weeks (120 Turns). This gives you ample time to run the first Arbiter Mission, promote or fire officers, assign outfits to your crew, name your crew and whatever type of "setup" you like to do as a new captain. Then, save the permadeath game to a Save Slot before 210.15 AE! If your captain is lost to the void or takes a terrible wrong turn, you can always come back to this early setup Save Slot for a quick restore.
With this update, we've added both a Waypoint and Navigate Now button to the details screens for Contacts, Rumors and System Atlas to match those buttons found in Missions. This allows faster navigation, reducing the overall number of clicks and now also allowing you to pick Navigate Now from any screen, which will jump you back to the main quadrant map and start your ship into motion immediately.
To match the level of detail available for Rumors, we've moved the list of effects of Conflicts into their own dedicate tooltip, fixed some overlap issues on some screen sizes, and expanded the descriptive text for these political battles and alliances. Now, with room to grow the description, we'll be working on even more detail here in future updates.
We've made an improvement to the very early game for the Arbiter's storyline. You will only meet the Faen if you engage the Arbiter. Stopping by their world before talking to her will no longer jump the story forward and skip her first mission. Thanks to all the players pushing us to improve this. We've added 15 new Rumor-based barks from the Steam community thread -- thanks to the community members for making that gold mine [img src="//storage.proboards.com/forum/images/smiley/grin.png" alt=":D" class="smile"] Finally, we're working hard to improve the Consult system and to make it more helpful in terms of both a tutorial and providing character depth for your officers. With this update, we've added new Consults, including discussing Fuel rules and their lore, further details on Cargo and then improved a number of the existing Consults. We're looking at more ways to make Consult work like it does for Desertion -- automatically popping up in the right situations to help guide first time players.
- Save Slots now available for games featuring Captain Permadeath for the first 12 weeks -- setup your game and save it - Clicking on a crew type row in Spice Hall Recruit brings up more details about that job - Story improvement - landing on the Faen world will not immediately jump the Arbiter there, story only activates if you engage the Arbiter - Easy to use Waypoint / Navigate buttons now added to Contact / Rumors / System Atlas details - Allowing immediately "Navigate Now" from any screen, not limited to quadrant map - Improved tooltip over Conflicts, now includes extended set of details of rules - Tooltips for full Conflict details also now available in Selling Intel screens - Added new Officer Consults, improved existing consults - Added 15 new Rumor barks from Steam community thread - Fixed pricing issues with Arcanum Freighter and Zartar Fang faction-specific ships - Fixed bugs with Orbital Disaster Rumor -- Engineers now available to recruit, starport completely closed
[ 2018-11-16 18:51:38 CET ] [ Original post ]
Update #117 rolls out with some exciting new improvements for Save Slots and permadeath games, faster and easier Navigation for Rumors, Contacts and Systems as well as some new improvements to Spice Hall Recruit, the story, consults and barks.
Setting up Permadeath
Permadeath settings have never allowed Save Slots which unfortunately has removed the ability to use Save Slots to store the setup of your game, crew and officers. We've changed these rules to now allow Save Slots for permadeath games within the first 12 weeks (120 Turns). This gives you ample time to run the first Arbiter Mission, promote or fire officers, assign outfits to your crew, name your crew and whatever type of "setup" you like to do as a new captain. Then, save the permadeath game to a Save Slot before 210.15 AE! If your captain is lost to the void or takes a terrible wrong turn, you can always come back to this early setup Save Slot for a quick restore.
Faster Navigation
With this update, we've added both a Waypoint and Navigate Now button to the details screens for Contacts, Rumors and System Atlas to match those buttons found in Missions. This allows faster navigation, reducing the overall number of clicks and now also allowing you to pick Navigate Now from any screen, which will jump you back to the main quadrant map and start your ship into motion immediately.
Extended Conflict Details
To match the level of detail available for Rumors, we've moved the list of effects of Conflicts into their own dedicate tooltip, fixed some overlap issues on some screen sizes, and expanded the descriptive text for these political battles and alliances. Now, with room to grow the description, we'll be working on even more detail here in future updates.
Story, Consults and Barks
We've made an improvement to the very early game for the Arbiter's storyline. You will only meet the Faen if you engage the Arbiter. Stopping by their world before talking to her will no longer jump the story forward and skip her first mission. Thanks to all the players pushing us to improve this. We've added 15 new Rumor-based barks from the Steam community thread -- thanks to the community members for making that gold mine [img src="//storage.proboards.com/forum/images/smiley/grin.png" alt=":D" class="smile"] Finally, we're working hard to improve the Consult system and to make it more helpful in terms of both a tutorial and providing character depth for your officers. With this update, we've added new Consults, including discussing Fuel rules and their lore, further details on Cargo and then improved a number of the existing Consults. We're looking at more ways to make Consult work like it does for Desertion -- automatically popping up in the right situations to help guide first time players.
v2.4.29 - 11/16/2018
- Save Slots now available for games featuring Captain Permadeath for the first 12 weeks -- setup your game and save it - Clicking on a crew type row in Spice Hall Recruit brings up more details about that job - Story improvement - landing on the Faen world will not immediately jump the Arbiter there, story only activates if you engage the Arbiter - Easy to use Waypoint / Navigate buttons now added to Contact / Rumors / System Atlas details - Allowing immediately "Navigate Now" from any screen, not limited to quadrant map - Improved tooltip over Conflicts, now includes extended set of details of rules - Tooltips for full Conflict details also now available in Selling Intel screens - Added new Officer Consults, improved existing consults - Added 15 new Rumor barks from Steam community thread - Fixed pricing issues with Arcanum Freighter and Zartar Fang faction-specific ships - Fixed bugs with Orbital Disaster Rumor -- Engineers now available to recruit, starport completely closed
Star Traders: Frontiers
Trese Brothers
Trese Brothers
2018-07-31
Singleplayer
Game News Posts 373
🎹🖱️Keyboard + Mouse
Very Positive
(3381 reviews)
http://www.tresebrothers.com
https://store.steampowered.com/app/335620 
The Game includes VR Support
Star Traders Frontiers LINUX [218.39 M]Star Traders Frontiers LINUX 64BIT [233.52 M]Star Traders: Frontiers Mod LINUX [415.12 M]Star Traders: Frontiers Mod LINUX 64 [440.54 M]
Star Traders: Frontiers Supporter Badge
Command your ship and crew as a space pirate, merchant, bounty hunter, and more in Star Traders: Frontiers – an epic space RPG. Venture forth into a massive open universe rich with the lore of the Star Traders. Choose your path by assembling and commanding your custom crew and spaceship in a constantly evolving galaxy torn by internal strife, political intrigue, and alien threats. Will you fly as a pirate terrorizing shipping lanes, join the solar wars as a military captain, or track targets across the stars as a fearsome bounty hunter?
First there was the Exodus – when survivors of a great war left the ruins of the Galactic Core behind in search of a new home in the stars. Scattered worlds were claimed on the fringe of the galaxy. Each pocket of survivors held on to their isolated set of worlds while trying to rebuild under the great law of Shalun. Three centuries later, technology has brought them back together again. Discovery of the hyperwarp has bridged what was once unimaginable distances between far-flung colonies, long-lost families, and political factions.
With that reunification has come great economic prosperity. The hyperwarp reestablished the transportation of cargo, goods, and technologies between the quadrants – but it has also brought great strife. Political rivalries have been rekindled, blood has been shed in age-old feuds, and the fires of war have been stoked. Amidst the political infighting, a ruthless revolution is rising – and the fervent explorers of the hyperwarp have awoken something that was better left asleep.
Great conflict is a time of great opportunity. For you, an aspiring Star Trader Captain who has just been given your charter, now is the time to capitalize on that opportunity.
Our very first game, Star Traders RPG, took hundreds of thousands of gamers on an interstellar adventure. The success of Star Traders and its overwhelming positive reception helped to launch Trese Brothers Games. It was the adventures of our community’s star-crossed captains that put us on a trajectory to share more of our worlds, ideas, and dreams through digital games.
We set out to capture the loneliness, bravery, and camaraderie of people living together in a spaceship sailing across the stars. It’s time to take the helm and breathe life into the these stories, characters, and stars.
It is with great pride that after the release of four other games in the Star Traders universe, we’ve created a sequel to the original Star Traders RPG. We reached out to our fan base of Star Traders Captains with our latest KickStarter campaign and pitched our ambitious plan for an all-new open world sci-fi RPG.
Step onto the bridge of your starship, take to the stars, and create your own story in Star Traders: Frontiers. Instead of being our first foray, we have brought all of the knowledge and experience to our latest and by far most ambitious project.
- Explore a rich, open universe: Discover endless procedurally-generated galactic maps, meet unique characters, and take on enemies to conquer the galaxy!
- Become an intergalactic captain: Take on the role of a spy, smuggler, explorer, pirate, merchant, bounty hunter, and more (21 jobs total)!
- Customize your own spaceship: Choose from more than 300 upgrades and build your very own vessel to venture across the vast reaches of space.
- Assemble and tailor a loyal crew: Assign talents and equip specialized gear for every spaceship crew member.
- Experience an ever-changing narrative: Decide to make friends or foes with other factions and influence political, economic, and personal vendettas.
First there was the Exodus – when survivors of a great war left the ruins of the Galactic Core behind in search of a new home in the stars. Scattered worlds were claimed on the fringe of the galaxy. Each pocket of survivors held on to their isolated set of worlds while trying to rebuild under the great law of Shalun. Three centuries later, technology has brought them back together again. Discovery of the hyperwarp has bridged what was once unimaginable distances between far-flung colonies, long-lost families, and political factions.
With that reunification has come great economic prosperity. The hyperwarp reestablished the transportation of cargo, goods, and technologies between the quadrants – but it has also brought great strife. Political rivalries have been rekindled, blood has been shed in age-old feuds, and the fires of war have been stoked. Amidst the political infighting, a ruthless revolution is rising – and the fervent explorers of the hyperwarp have awoken something that was better left asleep.
Great conflict is a time of great opportunity. For you, an aspiring Star Trader Captain who has just been given your charter, now is the time to capitalize on that opportunity.
Our very first game, Star Traders RPG, took hundreds of thousands of gamers on an interstellar adventure. The success of Star Traders and its overwhelming positive reception helped to launch Trese Brothers Games. It was the adventures of our community’s star-crossed captains that put us on a trajectory to share more of our worlds, ideas, and dreams through digital games.
We set out to capture the loneliness, bravery, and camaraderie of people living together in a spaceship sailing across the stars. It’s time to take the helm and breathe life into the these stories, characters, and stars.
It is with great pride that after the release of four other games in the Star Traders universe, we’ve created a sequel to the original Star Traders RPG. We reached out to our fan base of Star Traders Captains with our latest KickStarter campaign and pitched our ambitious plan for an all-new open world sci-fi RPG.
Step onto the bridge of your starship, take to the stars, and create your own story in Star Traders: Frontiers. Instead of being our first foray, we have brought all of the knowledge and experience to our latest and by far most ambitious project.
MINIMAL SETUP
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL 2.0 or higher
- Storage: 250 MB available space
- OS: Ubuntu 20
- Processor: 2.0 Ghz (32 or 64-bit)Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: OpenGL 2.0 or higher
- Storage: 500 MB available space
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