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Post by Cory Trese on Sept 21, 2017 13:48:34 GMT -5
**** This release REQUIRES that you uninstall or delete the previous install **** If you don't uninstall before upgrading, it will crash!
**** Uninstall the app before reinstalling the new version **** **** Win32: Delete all files in "%LOCALAPPDATA%\StarTraders2\" folder *** **** Android: Use "Settings > Apps" to completely uninstall old version *** **** iOS: Completely uninstall old version *** **** Mac OS X: Delete All files in "~/Library/StarTraders2/"
v1.3.29 - 9/21/2017 - Fixed crashes with Mier de Rivesh storyline - Rebuilt EQ screen, easy to equip/unequp and see what you have on in a single check - Rebuild buy and sell all types of EQ from contacts, improved - Blade and pistol characters full supported, fixed all crashes -- extra versatile fighting style! - Fixed bug where purchased weapons/armor/gear from Contacts was not appearing in your equipment lists - Xeno never Morale Break! in crew combat (crapppp!) - Fixed all ships to really have passenger cabins this time! - Implemented Fearless Trait - never Morale Break in crew combat - Renamed Ruinous Touch Trait to Vandal Trait, adds +10% Ship component damage if in boarding party - Modified Observant Trait to reduce damage to crew and ship during Exploring - Rebalanced Spy/Blockade/Patrol/Explorer Traits to stack better and each give +10% reward, max bonus +30% - Atlas, Contacts, Missions and Rumors all remember Sort and Filter settings between uses and screens - Fixed bug making Adventurous Trait fire too often - Added more SFX throughout the game
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Post by Cory Trese on Sept 21, 2017 16:04:05 GMT -5
Mac OS X, iOS, Android and Win32 versions now available.
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Post by Brutus Aurelius on Sept 21, 2017 16:05:21 GMT -5
Does this require an uninstall if updating from 1.3.27?
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Post by Cory Trese on Sept 21, 2017 16:09:33 GMT -5
Does this require an uninstall if updating from 1.3.27? no
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Post by MintDragon on Sept 21, 2017 20:39:03 GMT -5
- Fixed all ships to really have passenger cabins this time!
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Post by khearn on Sept 25, 2017 19:24:37 GMT -5
Well, this got me farther along on the Kahern/de Rivesh storyline. I can now accept te mission(s) and proceed. But after a while, when I arrived at a planet Elsa starts a conversation complaining that it was taking too long, my captain explained that thigs usually take longer than expected, she said she'd wait a little longer, and I got orange text saying she'd desert if we hadn't resolved the mission within another year. Then I breifly saw the planet screen, then Elsa starts the conversation over again. And again. And again. And at this point I'm stuck in a groundhog's day-esque situation where all I can do is repeat the same conversation forever.
I also tried out the Tuemette storyline, but by the time I could build up enough Rep with her, Nikolai had already flown the coop. Seemed a bit quick, to me. But maybe I was just too slow. I hadn't gotten the impression that I had to realy rush, and I didn't do anything but do missions for her during tat time frame. Maybe I could have moved quicker on the missions, but I wasn't wasting too much time. It's not like I went off and did a ton of unrelated stuff, just stopped at a few extra planets to trade along the way.
Keith
Edit: Oh, one other thing, despite having missed out on Nikolai, I still have the Narrative Hook listed in my missions list. Seems like it should have gone away. Or might I still have a chance at him?
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Post by fallen on Sept 25, 2017 19:58:45 GMT -5
khearn - thanks for your patience with us and with the bugs on this first public release of story. 1. Nikolai leaves 4 years after you first meet Tuemette and talk about him. That is a really long time for him to stay, but maybe there is some bug. That's 2080 Turns, so that should be a lot of play and lots of levels. I will retest to see if there is some bug. 2. I cleaned up the Narrative Hooks if he leaves. 3. Sorry about the Elsa-loop. This is already fixed for next. Also, in the next release, her quit timer is extended whenever you take any action that benefits her goal (any mission step) so she is patient as long as you are working on the mission. Currently, Elsa gives you 1 year to complete the whole thing, that is pretty crazy. I've updated it to 2 years + the bump every time you take action. There are lots of timers running in the game, and a big part of the concept is that the story will move on without you. But, we'll need your help to really refine the fairness of the different events.
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Post by khearn on Sept 25, 2017 21:41:42 GMT -5
Hey, I signed up to be an alpha tester, something woud be wrong if I wasn't running into bugs here and there. Maybe I did take over 4 years for Nikolai. I'll start a new captain and pay more attention to the time this time around. Resetting the timer for Elsa sounds like a good plan.
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Post by fallen on Sept 25, 2017 23:06:53 GMT -5
Fixed the Nikolai and Elsa loop for next update!
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Post by Sinocelt on Sept 27, 2017 1:40:31 GMT -5
Maybe I did take over 4 years for Nikolai. I'll start a new captain and pay more attention to the time this time around. Four years go by very fast. If you take the time to fulfill a few missions with other contacts to build a safety net (i.e., enough money to pay for healing and repair in case of a bad encounter), Nikolai will be gone. That's what happened to me. That's what I fear will happen to many, maybe most players.
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Post by MintDragon on Sept 27, 2017 1:48:28 GMT -5
Maybe I did take over 4 years for Nikolai. I'll start a new captain and pay more attention to the time this time around. Four years go by very fast. If you take the time to fulfill a few missions with other contacts to build a safety net (i.e., enough money to pay for healing and repair in case of a bad encounter), Nikolai will be gone. That's what happened to me. That's what I fear will happen to many, maybe most players. Bring a bunch of intel records (20 should do) and throw them at her the first time you meet her. You'll have all the rep you need to meet Nikolai on the spot.
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Post by Sinocelt on Sept 27, 2017 1:58:07 GMT -5
Good to know! Or I could wait to meet her until I've built my safety net. But to know I have to do that, I need to read forums or fail to meet Nikolai with a captain and try again with another. It is for players discovering Nikolai in-game, as I did, that the four years will probably pass too fast (even if, logically, Nikolai wouldn't stay put for more than a few weeks, or at most a few months).
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Post by MintDragon on Sept 27, 2017 2:06:04 GMT -5
Yep. Stick another quarter in the machine and start a new game. Knowledge is power! (New players wouldn't know how long they have to get to Nikolai ... only being disclosed in Alpha right now -- and new story arcs will be added too!)
And there is always more than one way to skin the cat. :-)
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Post by contributor on Sept 27, 2017 3:28:25 GMT -5
I think this is a good suggestion for both stories. They either need to give you more money along the way, or let you know up front that you're going to need some resources handy to get far enough in them. I think I started the Elsa story at 60k and was down to 40k when I hit the looping dialogue. I can see a lot of new players starting them as soon as they find them and running out of resources to complete them and not everyone will be so excited about putting another quarter in the machine and starting over.
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Post by MintDragon on Sept 27, 2017 3:57:56 GMT -5
I think this is a good suggestion for both stories. They either need to give you more money along the way, or let you know up front that you're going to need some resources handy to get far enough in them. I think I started the Elsa story at 60k and was down to 40k when I hit the looping dialogue. I can see a lot of new players starting them as soon as they find them and running out of resources to complete them and not everyone will be so excited about putting another quarter in the machine and starting over. One possible solution is being able to exit out of the initial story sequence without 'starting the clock'; perhaps by not starting when just landing on the planet? My understanding (and only 2x experience with the Spice Trader) is that the clock started when I landed on the planet. I revisited the planet when I felt I was ready, and initiated the dialog with the option on the upper left side to start the dialog. If the clock didn't start til then, it gives the player a chance to build up adequate skills, ship strength, talents, etc... before starting a story arc. Maybe a highlight around the 'I have a story to tell you, click here' upper left dialog invitation would clue new players that this contact has an arc would be enough of a clue? BUT, I don't know how the story arc(s) have the potential to come together, and starting timers could cause issues in coming together by approaching it this way. Hmmm.
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