Star Traders: Frontiers

Star Traders: Frontiers Update #283: Plasma Depth-Charge

Version
Update #283: Plasma Depth-Charge
Version Date
Nov. 3, 2021
Links

Patch Notes

Update #283: Plasma Depth-Charge


Update #283 continues a series of improvements to carrier and craft, enables quick use of save slot with keyboard shortcuts, brings the BOOM with the addition of PlasBombers and improves Salvage profits from destroy ships. It's new content, community-requested quality of life features and fine-tuned balancing. It's Update #283, the Plasma Depth-Charge!

If you are enjoying the pace of updates and new content please remember to leave a review and tell a friend.

Speaking of new, new new – if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. The wishlist button is calling your name, Knight.
https://store.steampowered.com/app/1021210?snr=1_2108_9__2107


Quick Save Slot Access


Save Slots just got one big step easier to use! There are now 4 configurable hotkeys that can let you save to a slot straight from the game's main map. Defaulting to 7, 8, 9 and 0 these respectively save to slots 1, 2, 3 and 4. As with most hotkeys, we suggest you bind them to fit perfectly into your keyboard setup. While playing this morning, one thing that I found that worked well was to move just one of the save slot hotkeys under my main hand so I could mash it all the time as a basic "auto-save". When I wanted and alternate slot, I'd lift my hand and go for the other bindings.

As always, thanks to the community for posting suggestions, feedback and reviews to help us improve the game!


PlasBombers!


With Update #283, we've added 3 new types of bomber craft which all pack powerful and disabling PlasBombs. Trading the usual hull-busting power of bombers for extreme Radiation Damage and high Crippling %, PlasBombers focus on disabling a ship instead of destroying it outright. Especially well paired with mid-range capital ship weapons like Plasma Cannons or long range disabling Torpedoes, PlasBombers give an entirely new angle to carrier combat which focuses on burning out the enemy crew and components while leaving the hull still in one piece.

We have also made one last round of adjustments to the weapons for regular Interdictors and Bombers to ensure each class of craft has their own stand-alone weapon. Class 5 and 6 were still accidentally sharing weapons. This has resulted in an upgrade in *another* weapon power for class 6 and 7 Bombers and Interdictors.


Wing Commando Boarding Strikes


Not to be left behind, Wing Commando's launch plans for their boarding shuttles have also been upgraded. These launch plans now bring even more powerful, longer lasting debuffs to the table in a way that no other boarding strike can. When paired with well-planned boarding victory Talents, these can hasten the way to victory or surrender.

Both "Breacher's Assault" and "Boarder's Storm" have had their durations extended to 4 Turns (nicely matching with the time it takes the Commando to round trip for another boarding). In addition, they have both gained a damage over time component to increase their effect in bringing the enemy ship or crew to its knees. Breacher's Assault has replaced the -10% Boarding debuff with a 15 Crew Dmg / Turn debuff, leaving wounded and dead in the wake of the shuttle strike. Boarder's Storm has gained a 15 Morale Dmg/Turn, as the defensively-weakened ship reels from the strike, knowing they are about to get pummeled.

Salvage & Ransom Maximums


With Update #283, we've increased the maximum profit you can make from Salvaging a destroyed enemy ship by $5,000 to $31,500. This maximum is applied *before* any Talents, Traits or ship components are calculated – so those can help you capitalize on an expensive Salvage and make far more than that. The amount of money made from Salvage is based off the ship's component pricing reduced by any damage done to those components. So, as always, the best Salvage profits are gained from ships with less (or no!??!) damage.

While Ransom is a much harder way to make significant money, the same calculation is applied – all of the ship component prices are multiplied by their damage to calculate the final ransom hall. As it comes with much less Reputation loss, Ransom applies a much steeper reduction to the component pricing but still in some cases if you are Ransoming a large mass battlecruiser or a carrier, the resulting profit can be quite substantial. To protect the balance between Ransom and Salvage, we have added a similar cap to Ransom but – as it is much, much harder to reach – we have set the cap at $56,500. The same rule applies to Ransom, where Traits and Talents are applied after the cap and therefore can capitalize on expensive Ransoms to make far more money.

Hit ESC in Crew Combat


You can now access the game menu and exit to the game's main menu cleanly from crew combat as well as ship combat. Just hit ESC!

v3.2.15 - 11/3/2021


- Added 3 new Bombers carrying heavy plasma bombs with massive Radiation Damage, high Crippling Effect % (class 5, 6, 7)
- Fixed issue with class 6 Bomber/Interdictor sharing weapons with class 5 (improved stats for both class 6 and 7)
- Improved Wing Commando's "Breacher's Assault", replaced -10% Boarding debuff with 15 Crew Dmg/Turn, extended to 4 Turn duration
- Improved Wing Commando's "Boarder's Storm", added 15 Morale Dmg/Turn, extended to 4 Turn duration
- Added configurable hotkeys to save game to Save Slot 1-4 from quadrant map
- Increased maximum pre-Talent/Trait/Component Salvage value for enemy ships by $5,000 to $31,500
- Added maximum pre-Talent/Trait Ransom value for enemy ships at $56,500 (very hard to reach)
- Added a Game Menu in Crew Combat, allowing access to options and main menu
- Fixed issue with "Explosive Shots" debuff being cleared like a buff
- Fixed bug with "Forgotten Secrets" mission step ordering