Update #171: Hidden Agendas
Contact Traits have gained some new teeth with Update #171. Unknown Traits can now keep some of a Contact's true agendas hidden until they are known. The first type of Trait-Mission relationship like this is in the Cult Leader Trait, the Xeno Obsessed Trait and the Collector Trait. Much like recruit bonuses from Traits which only function when the Trait is known, these Traits now add special types of Missions once they are known. Once your Contact has let you in on the secret that he or she is dabbling in a cult, they're willing to start asking you to help them with that secretive side of their life. In this case, a new Mission is available that will ask you to gather Terrox Artifacts through xeno ship combat, exploring, salvaging or however and stash them on a wilderness world for the Contact's agents. This new branch of the Contact Trait hidden impacts has a lot of potential and we can't wait to see more Trait-Mission combos added over the coming updates! Finally in other xeno-related news, we've also adjusted the weighting on the Xeno Hunter mission giver to make it more likely that the focus will be on missions to hunt down and destroy xeno.
Across the board, the cards that warn of ship or crew danger have gained in power in both Orbital Ops and Exploration. These cards can be at times easy to avoid if you have enough of the right Skill saving Talents on hand. But now, they have some more serious teeth and if you fail to save them you're going to feel it. A few fails in these common cards can send a crew back to a landing zone for some R&R. These changes help shift more value into the ship components that can pull the teeth out of these cards by mitigating crew and ship damage in ops.
Based on feedback from players (thanks @gravling) we've doubled down on the improvements to the mission offering screen. It now shows the total jumps and offered price of the mission, as well as the distance of the first jump. If the mission is one-way, meaning that all of the jumps lead to a single destination and there is no return trip, this is also noted in the mission offer. These extra details in the summary will help players stay out of the extended mission description. We'll keep grinding on improving this section as we go!
We've updated the rules for Trade Permits in Trade Alliances and fixed a long time bug. The bug was allowing honoring of permits up to grade 4 when the rules stated only grade 2. We've met in the middle here, allowing Trader Permits to honor up to grade 3 and fixed an issue with the logic on grade 1 permits always being counted as 2.
We've made some important tweaks with Update #171 to specific missions and stories. We've fixed a faction mismatch in the "Smuggler Snatch" Mission. We've also doubled the timeline for the "Call of the Strong" Mission, basically making Commander Axeil far more patient. And of course, a lot more. Check out the full release notes below!
- New Contact Trait specific Mission Types - Stash Xeno Artifacts - Contacts with "Cult Leader", "Xeno Obsessed" and "Collector" Traits may ask you to find xeno artifacts for them, if you know the Trait - Introduces new "hidden agenda" missions pattern based on Trait knowledge - Improved mission offer display to show both total mission jumps and price as well as distance to first step - Mission offer summary now calls out missions that are one-way -- you jump out to the destination but are not paid to return - Improved power of Trade Alliances and Trade Permits -- factions will now honor up to grade 3 Permits - Doubled storyline timeline for "Call of the Strong" storyline - Improved faction targeting and description of "Smuggler Snatch" mission type - Adjusted penalty to selling price on indie worlds to be -10% - Improved the weighting of Xeno Hunter mission types to focus more on xeno - Increased danger from Crew / Ship Danger rolls in Orbit and Exploration - Fixed bug with "Bandit" Trait allowing more than 3 character Traits to jack the bonus above 30% - Fixed some Salvage cards that were not reporting loss of Rank/Permit/Edict due to Rep loss - Clarified time required to remove Trait through Contact Trait Reconditioning Service - Fixed bug where a anti-xeno Mission might be shown as assigned against another faction - Fixed Rare Trade Good counter in character template creation when selecting contacts - Fixed Crew Combat log bug that caused initial target's defensive stats to be printed for every target in AOE attacks - Fixed display bug showing negative ship component damage under some circumstances
[ 2019-08-03 01:59:53 CET ] [ Original post ]
Update #171 rolls out with some exciting new changes to how Contact Traits can affect Missions, a second round of QoL improvements to Mission offers, sharpening the teeth of all crew and ship danger cards in operations, better weighting for xeno-related missions and more!
If you're enjoying the pace of updates, please tell a friend and leave a review!
Hidden Agenda Missions
Contact Traits have gained some new teeth with Update #171. Unknown Traits can now keep some of a Contact's true agendas hidden until they are known. The first type of Trait-Mission relationship like this is in the Cult Leader Trait, the Xeno Obsessed Trait and the Collector Trait. Much like recruit bonuses from Traits which only function when the Trait is known, these Traits now add special types of Missions once they are known. Once your Contact has let you in on the secret that he or she is dabbling in a cult, they're willing to start asking you to help them with that secretive side of their life. In this case, a new Mission is available that will ask you to gather Terrox Artifacts through xeno ship combat, exploring, salvaging or however and stash them on a wilderness world for the Contact's agents. This new branch of the Contact Trait hidden impacts has a lot of potential and we can't wait to see more Trait-Mission combos added over the coming updates! Finally in other xeno-related news, we've also adjusted the weighting on the Xeno Hunter mission giver to make it more likely that the focus will be on missions to hunt down and destroy xeno.
Operational Dangers!
Across the board, the cards that warn of ship or crew danger have gained in power in both Orbital Ops and Exploration. These cards can be at times easy to avoid if you have enough of the right Skill saving Talents on hand. But now, they have some more serious teeth and if you fail to save them you're going to feel it. A few fails in these common cards can send a crew back to a landing zone for some R&R. These changes help shift more value into the ship components that can pull the teeth out of these cards by mitigating crew and ship damage in ops.
Improved Mission Offers
Based on feedback from players (thanks @gravling) we've doubled down on the improvements to the mission offering screen. It now shows the total jumps and offered price of the mission, as well as the distance of the first jump. If the mission is one-way, meaning that all of the jumps lead to a single destination and there is no return trip, this is also noted in the mission offer. These extra details in the summary will help players stay out of the extended mission description. We'll keep grinding on improving this section as we go!
Trade Alliances and Permits
We've updated the rules for Trade Permits in Trade Alliances and fixed a long time bug. The bug was allowing honoring of permits up to grade 4 when the rules stated only grade 2. We've met in the middle here, allowing Trader Permits to honor up to grade 3 and fixed an issue with the logic on grade 1 permits always being counted as 2.
Missions and Stories
We've made some important tweaks with Update #171 to specific missions and stories. We've fixed a faction mismatch in the "Smuggler Snatch" Mission. We've also doubled the timeline for the "Call of the Strong" Mission, basically making Commander Axeil far more patient. And of course, a lot more. Check out the full release notes below!
v2.5.77 - 8/3/2019
- New Contact Trait specific Mission Types - Stash Xeno Artifacts - Contacts with "Cult Leader", "Xeno Obsessed" and "Collector" Traits may ask you to find xeno artifacts for them, if you know the Trait - Introduces new "hidden agenda" missions pattern based on Trait knowledge - Improved mission offer display to show both total mission jumps and price as well as distance to first step - Mission offer summary now calls out missions that are one-way -- you jump out to the destination but are not paid to return - Improved power of Trade Alliances and Trade Permits -- factions will now honor up to grade 3 Permits - Doubled storyline timeline for "Call of the Strong" storyline - Improved faction targeting and description of "Smuggler Snatch" mission type - Adjusted penalty to selling price on indie worlds to be -10% - Improved the weighting of Xeno Hunter mission types to focus more on xeno - Increased danger from Crew / Ship Danger rolls in Orbit and Exploration - Fixed bug with "Bandit" Trait allowing more than 3 character Traits to jack the bonus above 30% - Fixed some Salvage cards that were not reporting loss of Rank/Permit/Edict due to Rep loss - Clarified time required to remove Trait through Contact Trait Reconditioning Service - Fixed bug where a anti-xeno Mission might be shown as assigned against another faction - Fixed Rare Trade Good counter in character template creation when selecting contacts - Fixed Crew Combat log bug that caused initial target's defensive stats to be printed for every target in AOE attacks - Fixed display bug showing negative ship component damage under some circumstances
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
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- Storage: 500 MB available space
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