Star Traders: Frontiers Update #38 Burner Skid
Feb 21, 2018 14:59:00 GMT -5
strega, tenbsmith, and 2 more like this
Post by fallen on Feb 21, 2018 14:59:00 GMT -5
With Update #38, we are rolling out exciting additions, balance tweaks and fixes across the entire game. Though we are a small team of 2, we work constantly to make iterative improvements to the game and all of its systems and this update is a perfect example of that!
New Character & Contact Art
We'd like to give a big shout out to our Discord moderators Bookworm21, MintDragon, BrutusAurelius. We have chosen to honor them for all their hard work in this release with new art for each of them -- two new character faces and one new military contact!
Arbiter Fix
A ball and chain that's been dragging down story development over the last few weeks has been a series of on-going bugs with the Arbiter. With the last few releases, we've chipped away at them and in this release we've put the nail in the coffin. She will no longer get tripped up accepting multiple missions and her wires are no longer crossed. Now -- onwards to finishing the Faen story arcs and the v2.1.x family!
One Glance Missions
Following on last release's improvements of Mission expiration, we've added the Skills and Attributes your crew, officer and captain are bringing to the missions screen. Now, in addition to seeing Saving Talents, you can also gauge your chances by knowing what specialties your crew can offer.
Ship Combat Balance
In ship combat, we've formalized the capacity for a ship to surrender due to low Morale. If a ship's average Morale drops below the Mutiny line of 25, they will surrender. We've also fixed a bug that was causing some combat defeats if a player had installed excessive barracks on their ship.
In combat balancing, we've added a first-round protection for Void Engines that removes any chance of a complete engine blow out in the first salvo of the combat. However, if you enter combat with a damaged Void Engine, this will not prevent defeat on the first turn, so make sure to keep your ship in full repair and head for a nearby planet when you've been shot up.
In the defeat and victory front -- we've improved the handling of time passing when you are imprisoned -- the rest of the simulation moves forward now. We've fixed issues with high level conscripted crew coming out munged up.
Quick Permit Check
In your cargo screen, if you examine a permit-locked cargo resource, you'll see a list of all the Factions with which you have a Trade Permit that will enable trade. In the screenshot at the far bottom, we have a Cadar Permit for this Lux Clothing.
v2.1.17 - 2/21/2018
- Fixed story issue preventing Arbiter from accepting missions once multiple taken
- Added two new Male faces to the crew rosters -- thanks to our Discord mods Craig Rittenhouse and bookworm21
- Added new contact face -- thanks to our Discord mod Brutus Aurelius
- Mission options now display Skill and Attribute values to make choice quicker
- Added new Ship Combat Victory condition for Average Morale falling to Mutiny
- Fixed rare bug with Ship Combat Defeats when too many Barracks installed
- Added protection to Void Engine in first round of combat, cannot take more than 40% Damage
- Fixed issue with high level conscripted crew having no Job and no ability to spend Talents
- Time in prison now correctly updates game state, Conflicts and Rumors
- Added existing permits to the Cargo listing
- Fixed incorrect display of Dodge Debuff in crew combat log
- Fixed issue with remembering Planet Rumors when entering Orbit