Star Traders: Frontier Update #252: Velocity Achieved
Feb 7, 2021 12:01:18 GMT -5
strega and SergZak like this
Post by fallen on Feb 7, 2021 12:01:18 GMT -5
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 --
What’s the latest on Cyber Knights?
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re 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 you’ve wishlisted and followed!), or join us for behind-the-scenes discussion and development snapshots in our Discord.
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.
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