Update #252: Velocity Achieved
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. Were currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure youve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
This month's community challenge is an open ended call to share the stories, builds and designs for your best and most legendary boarding combat crews. We're off to a roaring start with some absolute A-teams posted already, sporting amazing gear and even better looks. Join in and bring your #BoardingBosses to the party. https://steamcommunity.com/games/335620/announcements/detail/3066358039684902746
Rychart is bringing the speed with the latest new ship component, the Peak Velocity Matrix 4 which grants a whopping +15 Move bonus, +1 Initiative and +6 Boarding. This faction-specific component is a great addition to any quick moving ship -- for fleeing, boarding or both. We've also tweaked the starport and economy requirements for PVM 3 to ensure they were up to snuff.
When you surrender to an enemy ship, their behavior is affected not only by any Trade Permits you hold with their faction, but also by any Trade Permits you hold with factions that are in a Trade Alliance with their faction. We've fixed an issue that was causing Military Officers and Bounty Hunters not to fully respect this rule set with Update #252. For Pirates, once you reach Trade Permit 2 or higher (or have a Trade Permit with a Trade Alliance partner) they cease to loot your hold altogether, wary of angering their faction. For Military Officers, Bounty Hunters and Zealots they still demand to search your cargo in full. Each cargo is checked against your legal permits with their faction or now (correctly) with any Trade Permit of a Trade Alliance partner. While Pirates leave off at 2, you'll still need correct Permits for every good type if you want to pass through military inspection but with the Trade Alliance rules now properly respected, this just got easier.
While its an ugly moment when the crew rises up against their chartered captain, we still have come around to improving it once again. With Update #252, we've improved the details shared during mutiny -- being more specific about headcounts, Morale thresholds, amount of money offered and the results of a stand up fight (where some crew may die while others will survive by Death Save). In addition, the mutineers have wised up a little bit. Their paltry demands for a lump sum are no longer so tiny and they may demand up to as much as 5% of your entire credits on hand, depending on just how bold they are feeling and how many are standing against you. Finally, we've also improved the value of the anti-Mutiny Talents, boosting their basic Morale improvements. Those Talents relying only on Skill -- such as Doctor or Quartermaster -- have upgraded to 20 + Skill Morale. Those Talents that outright kill one of the mutineers (no Death Save!) have upgraded to 40 + Skill Morale. In both cases, if a mutiny is threatening, these Talents are going to feel a lot more powerful as ways to stave it off and worth training.
For those captains picking up a lot of Intel through Talents, we've ensured that all event logs related to Intel gathering now clearly list the faction in their top line without a need to hover over the event. We've also flipped the default sort of all places where Intel appears so that it is sorted newest first. We are prepping to add filters to Intel and then Sell All which will give a quick and easy way to offload Intel by filter to Contacts for those master spies who are sitting on big stacks.
- Added new Rychart-only Peak Velocity Matrix 4, high Movement bonus, more Pilot, gains +Init - Adjusted zone requirements for Peak Velocity Matrix 3 - Military Officers and Bounty Hunters now correctly respect Trade Permits across Trade Alliances - Improved Mutiny options and results to be more clear about cost and deaths versus wounded (death save) - Improved power of all anti-Mutiny Talents to heal Morale, now 20 + Skill base or 40 + Skill for killing a mutineer - Mutineers wised up -- demand much higher prices for calming (up to 5% of total credits on hand) - Improved event logs for Intel-generating Talents to always mention faction - Changed default sorting of Intel lists, newest Intel Records are at the top - Fixed issue with "Fuel Depot" card in Explorer not correctly saving fuel updates - Fixed typos and reported crashes
[ 2021-02-06 22:03:14 CET ] [ Original post ]
Following up on the major milestone event GREAT HOUSES, Update #252 adds new content, improves existing systems, patches up some holes here and there and caters to some of the latest community requests. We're excited to keep cranking out updates as we move through the year, targeting both completing our roadmap and starting the next big thing: modding.
If you like the pace of updates and free new content, be leave a review and tell a friend. In the meantime --
Whats the latest on Cyber Knights?
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. Were currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure youve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
February "Boarding Bosses" Challenge
This month's community challenge is an open ended call to share the stories, builds and designs for your best and most legendary boarding combat crews. We're off to a roaring start with some absolute A-teams posted already, sporting amazing gear and even better looks. Join in and bring your #BoardingBosses to the party. https://steamcommunity.com/games/335620/announcements/detail/3066358039684902746
Peak Velocity
Rychart is bringing the speed with the latest new ship component, the Peak Velocity Matrix 4 which grants a whopping +15 Move bonus, +1 Initiative and +6 Boarding. This faction-specific component is a great addition to any quick moving ship -- for fleeing, boarding or both. We've also tweaked the starport and economy requirements for PVM 3 to ensure they were up to snuff.
Trade Alliances Respect
When you surrender to an enemy ship, their behavior is affected not only by any Trade Permits you hold with their faction, but also by any Trade Permits you hold with factions that are in a Trade Alliance with their faction. We've fixed an issue that was causing Military Officers and Bounty Hunters not to fully respect this rule set with Update #252. For Pirates, once you reach Trade Permit 2 or higher (or have a Trade Permit with a Trade Alliance partner) they cease to loot your hold altogether, wary of angering their faction. For Military Officers, Bounty Hunters and Zealots they still demand to search your cargo in full. Each cargo is checked against your legal permits with their faction or now (correctly) with any Trade Permit of a Trade Alliance partner. While Pirates leave off at 2, you'll still need correct Permits for every good type if you want to pass through military inspection but with the Trade Alliance rules now properly respected, this just got easier.
Mutineers Unite!
While its an ugly moment when the crew rises up against their chartered captain, we still have come around to improving it once again. With Update #252, we've improved the details shared during mutiny -- being more specific about headcounts, Morale thresholds, amount of money offered and the results of a stand up fight (where some crew may die while others will survive by Death Save). In addition, the mutineers have wised up a little bit. Their paltry demands for a lump sum are no longer so tiny and they may demand up to as much as 5% of your entire credits on hand, depending on just how bold they are feeling and how many are standing against you. Finally, we've also improved the value of the anti-Mutiny Talents, boosting their basic Morale improvements. Those Talents relying only on Skill -- such as Doctor or Quartermaster -- have upgraded to 20 + Skill Morale. Those Talents that outright kill one of the mutineers (no Death Save!) have upgraded to 40 + Skill Morale. In both cases, if a mutiny is threatening, these Talents are going to feel a lot more powerful as ways to stave it off and worth training.
Intel Gathering
For those captains picking up a lot of Intel through Talents, we've ensured that all event logs related to Intel gathering now clearly list the faction in their top line without a need to hover over the event. We've also flipped the default sort of all places where Intel appears so that it is sorted newest first. We are prepping to add filters to Intel and then Sell All which will give a quick and easy way to offload Intel by filter to Contacts for those master spies who are sitting on big stacks.
v3.1.29 - 2/6/2021
- Added new Rychart-only Peak Velocity Matrix 4, high Movement bonus, more Pilot, gains +Init - Adjusted zone requirements for Peak Velocity Matrix 3 - Military Officers and Bounty Hunters now correctly respect Trade Permits across Trade Alliances - Improved Mutiny options and results to be more clear about cost and deaths versus wounded (death save) - Improved power of all anti-Mutiny Talents to heal Morale, now 20 + Skill base or 40 + Skill for killing a mutineer - Mutineers wised up -- demand much higher prices for calming (up to 5% of total credits on hand) - Improved event logs for Intel-generating Talents to always mention faction - Changed default sorting of Intel lists, newest Intel Records are at the top - Fixed issue with "Fuel Depot" card in Explorer not correctly saving fuel updates - Fixed typos and reported crashes
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.
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