Star Traders: Frontiers Update #226: Void-Heart of your Ship
Sept 7, 2020 14:41:57 GMT -5
strega likes this
Post by fallen on Sept 7, 2020 14:41:57 GMT -5
Update #226 comes in as a heavy-weight with an important rebalance to Void Engines across the mass and class spectrum. We're continuing to work through our planned updates and improvements to the meta with some very exciting new things coming once we are able to clear this set of hurdles. We've also added 3 new top tier pieces of gear that your officers or crew (!!) can now equip and fixed a number of minor ship component and story bugs.
If you're enjoying the pace of updates, be sure to leave a review and tell a friend. If you need more Star Traders: Frontiers memes in your day, we're now sharing them, along with news, sales, gameplay vids and more at Star Traders' own twitter account: @startradersgame
Void Engine Rebalance
The void engine is part of the daily life on a Star Trader's ship. It is the heart of a ship and its energy fields change Star Traders who live near them, granting long life, makes their diet and medicine so complicated and shutting down many of the body's natural processes.
Update #226 includes two big rebalances for the void engine at any and all mass classes. There will be follow-up upgrades that expand upon these changes, including allowing ship components to modify critical stats like void engine Safety.
First, we've updated Safety Rating display for your engine, getting away from the % scale used. Safety Rating is directly compared to the Danger of Quadrants in its impact on traveling, and so it is now displayed as a simple number, just like Danger.
Second, we've rebuilt the Safety Ratings for every void engine, basing their ratings around their class (Chaser, Longhaul, etc) as well as their Mass grouping. Small ships are no longer inherently unsafe Longhaul engines are now the safest, built for extended traveling conditions. Balanced and Dual-Field engines are next down the list with standard Safety Ratings. Chasers and Travelers are lower in safety than their standard counter-parts with their focus on either Speed or Agility. Finally, Warhammers and Behemoths, huge monstrosities capable of producing the highest Reactor Points in combat have the lowest Safety Ratings.
Finally, for void engines in the the Mass 6000 and above group, there is now a fuel cost per encounter with an enemy ship. This includes encounters during travel as well as those made for missions and any type of orbital ops. The fuel cost can be as low as 1 per encounter up to 10 per encounter for the largest, heaviest combat engines like the Behemoth. Chaser class engines, built for combat efficiency, have the lowest encounter costs in each Mass grouping with the 6000 Mass Chaser still having 0 fuel cost per encounter. High speed Traveler engines have the highest fuel cost to when encountering another ship, while Balanced, Dual-Field and Longhaul engines all have average costs within their Mass grouping. This new fuel tax for large engines may require some changes in play and you might want to use a bit more of your large ship component slots to stock up on fuel.
Booster Gear
Update #226 includes a new level 5 specialist gear now for sale from Contacts, the Interlink Wireset which grants a big boost to Wisdom. Check out the Talents your crew and officers are using and see if you might find a Wisdom boost helpful!
We've also added 3 more exciting gear that can be found via Salvage, the Ultra Heavy Jack, Isotriphate Injector and Betaphate Drip. Each comes with big Attribute bonus -- Fortitude, Quickness and Fortitude again in order. The Quickness boost is so high on the Injector that it had to come along with a -Initiative debuff to keep the peace!
Some Bug Fixes
We've also fixed a bug with Salvage Bay 5 not actually working when salvaging ships and adjusted the Armored Salvage Bay 5 to display its proper bonus, which is 49%, not 54%. Finally, we fixed a bug that could lead to Zette's storyline spawning multiple copies of the same mission.
Wishlist Cyber Knights: Flashpoint
Pilot a fleet of battle drones, lead a pack of cybernetically enhanced war dogs, mind-meld with a cybercat, charge your nano-blade, get your arms replaced, stalk the night of New Boston as a cybernetic mercenary-beast of 2231. If you like these words, wishlist Cyber Knights: Flashpoint today.
store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
You can't tell me you don't want this cyber beagle on your team?
[previewyoutube=5DbOJqRLTAo;full][/previewyoutube]
v3.0.97 - 9/7/2020
- Void Engine Rebalance: improved significance of engine safety, rebalanced safety ratings and added encounter fuel cost to larger engines
- Void engines at 6000 Mass and higher now have a per-encounter Fuel Cost (travel, landing, orbital ops)
- Improved Display of Engine Safety to use the same scale as Quadrant Danger as the two are directly compared
- Increased impact of Engine Safety on results of Pilot and Ship Ops failures in dangerous quadrants
- New Attribute Boosting Gear for sale in Specialist Gear level 5: Interlink Wireset (+Wisdom)
- Added 3 new salvage Relics, Ultra Heavy Jack (+Debuff Res) and Isotriphate Injector (+Quickness), Betaphate Drip
- Fixed bug with Salvage Bay 5 not adding bonus while salvaging ships
- Fixed incorrect text in Armored Salvage Bay 5, it adds 49% bonus to all salvage operations
- Fixed bug with duplicate missions during Zette's storyline