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Full Steam announcements and update articles for this title.
It has been a while since last update, so I apologize for the delay, as well as for the taking so long to fix the "unarmed ships bug". I only discovered it long after committing to some changes in the game, and for technical reasons I could not just go back and release a quick fix patch. In any case, I hope you will enjoy the new content :)
Reactor Overload:
I always wanted energy levels to mean something more than just “Set everything to 200% and forget about it”. So… it’s finally here. Basically… You can get more out of energy levels (up to 300% instead of 200%) and even gain bonuses from your reactor heat, however, you have to be careful not to melt your ship’s reactor. Of course, the new ship role (Firebrand) was especially designed to make the best use of this mechanic.
OBS: After loading your save files, check your heat levels on the buff icon and, if needed, reduce energy levels to avoid issues. Basically... Don't install too many generators if you plan on using high energy levels, unless of course, you have a plan ;) Edit: Since Patch 2.2.4c Reactor overload is much more forgiving, and it's also based on game difficulty.
Faction Headquarters:
These are faction main sectors, intended as a new end game challenge. Although they are not finished (I have to add more things to it, like special bases, perks, etc), they already serve as a new source of faction unique items.
Patreon:
Once again I want to thank all my patrons and supporters for keeping their trust in me <3
So... enjoy!
Increased energy control values at level 4 from 150% to 200% and level 5 from 200% to 300%. Bonuses were increased accordingly.
Added new mechanic \:
Ships operating with excessive reactor mass or sustained high energy output accumulate Reactor Heat. While overloaded, reactors boost speed and acceleration, but also increase weapon heat. If left unchecked, severe overload can eventually damage the ship's hull. A tutorial message was added (even if loading old saves) to explain the mechanic, and you can also mouse over the buff icon to know more information.
Fleet ships can be affected by Reactor Overload and will reset reactor heat after using emergency warp to avoid death. In that case, they automatically reduce energy settings to avoid getting damage when recalled.
Added 2 new equipment for more control on Reactor Overload: Reactor Optimizer and Reactor Overclocker. More will be added later on.
Added ship role: Firebrand, specialized in high-heat weapons.
Added ship: Shrike, tier 4 independent Firebrand, size 2 (yacht). Requires a special unlock.
Added ship: Akuma, tier 3 independent Firebrand, size 6 (dreadnought).
Added Faction Headquarters: Level 60 sectors which are always visible (except for CoT) and highlighted on the galaxy map. They contain mostly gold star ships, several bases and turrets for defense. If hostile, the faction always spawns a Hunter Fleet to attack the player after a few seconds. For now, there is no perk or achievement for destroying all bases on these sectors. This will be added later.
Gold star ships in faction headquarters may drop an extra item, which is always a faction unique. The drop chance is higher in bigger ships.
Added minimum reputation value (negative limit) based on game difficulty: -9999 (Relaxed), -25000 (Normal) and -999999 (Hardcore).
Hunter Fleets on faction Headquarters always use the negative limit for fleet power calculations.
AI ships over level 30 may now use Energy Barriers and Auto-Repair. The % chance to have each equipment is equal to the NPC level.
AI ships over level 40 may now have ship enhancements, starting with 1 at level 40 then up to 5 at 60.
Silver star ships HP modifier reduced from 1.6 to 1.4. Gold stars from 3 to 2.5.
Added current knowledge to level up message (example: Space Pilot +1 (25)!).
Industry stations (Factories, Mining bases, Labs and Agristations) now sell specific equipment types, including faction specials, up to 'elite' drop quality.
Calling 'Refit' on fleet ships now automatically docks it when it's up to 160 units away from it.
You can now scrap containers to gain Tech Level and scrap metal.
Slightly reduced bloom intensity.
Fleet ships energy and shield status are now properly saved after refitting.
Fixed BUG that caused Outis quest to duplicate objectives.
Fixed BUG when civilians would not hit Ravagers.
Fixed BUG when swapping to unarmed ships, which would delete your other ships.
Fixed BUG that caused fleet ships to not fire, especially with beam weapons.
Fixed BUG that caused drones to *fall off*, losing target lock.
Fixed BUG that caused fleet ships to stand still instead of following the player, when in repair mode without actual repair tools.
Patch 2.2.4a
Increased Optimal reactor size to 20% + shipClass x 2% + 1 (from 19% + shipClass x 2%).
Updated Chinese language (thanks to Hexiafox)
Patch 2.2.4b
Optimal reactor size in Reactor Overload is now based on game difficulty, making it much less likely to happen in Normal and Relaxed mode.
Selecting an item on station markets now show its name above 'unit price'.
Patch 2.2.4c
Further increased Optimal reactor size in Reactor Overload, especially in smaller ship sizes. Dreadnoughts remain roughly the same.
Increased cooling/heating effects in Reactor Optimizer and Reactor Overclocker equipment, respectively.
Patch 2.2.4d
Updated German translation.
Updated Russian translation.
New Explosive Asteroids spawn chances:
---- Relaxed Mode: Never
---- Normal Mode: Only in Asteroid Rush sectors.
---- Hardcore Mode: Asteroid Rush and mineral Medium+ sectors (no minimum level required).
Maximum chance of spawning explosive asteroids (mineral Very Rich) reduced to 4% instead of 5%.
Added perk to small ships (up to Corvette size): Overcharge - When a hardpoint would overheat, it instead gains 30% fire rate for 2.5 seconds. Beam weapons gain 20% damage bonus instead. Cooldown: 30 seconds. Dodge rolling through enemy fire reduces the cooldown.
AI ships use Overcharge when over level 15 OR in Hardcore mode.
Novacat Fragment (special crew member) received its remaining bonuses and is now completed.
Added special crew member: Gai of the Sea’s Age
Remade Trader Codex. Now it shows lowest and highest prices for trade goods in up to 3 different ranges, based on the codex version. You no longer have to visit sectors to know their prices.
'Global Trading' changed to 'X% better (or worse) prices when trading equipment" (weapons included) to properly state it no longer applies to trade goods. Perks and Crew bonuses were boosted to compensate. 50% base price is both the cap when selling and the minimum when buying equipment, in order to prevent infinite money exploit.
Added starting equipment to all background perks except Outis.
Repairing NPC ships to full now grants XP, reputation and credits based on how much was repaired.
Reduced Simple Repair Beam Tech Level from 3 to 1, making it available in any low level station.
Standard crafting is now possible in any station with a Fabricator module instead of Workshop. Therefore, you can craft in AI Mining bases, Factories, Laboratories, Agristations...
Added one more song to the 'tense' setlist.
Changed Sloppy Perk to '6 times, cause a Civilian ship to become hostile, then retreat.'.
Fixed Fleets only attacking enemy turrets and not stations, preventing acquiring Legionary Perk.
Fixed piercing modifier not working on weapons with no aoe.
Fixed crewman tooltip being off the screen.
Fixed destroyed stations collecting derelicts.
Fixed corrupted crew member as fleet ship captain BUG.
Fixed enemy ships camping when the player is docked.
Fixed ship hardpoints stats showing outside the tooltip bounds.
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Increased HP and added damage resistance to Loot containers dropped by Assault leaders.
Fixed BUG when capturing hideouts.
Built-in Equipment are now properly installed using default keys defined by the user.
Reduced Adaptive Converter base conversion time from 12 to 10. Improved Converter time remains at 8 but its energy cost was reduced by 20%.
Increased flat amount of credits gained from repairing other ships and reduced the amount per HP repaired. This should improve early game while balancing late game gains.
Fixed galaxy generation to spawn more Rebel stations on Pitch Black sectors, as intended (This only affects new saves).
Fixed destroying civilian stations not granting rep, XP and perks.
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Engineer ships now have Repair Drones built-in.
Production icons on the galaxy map now stack closer when too many.
We're taking part of the Campaign Against Living Miserably (CALM) and will be donating 15% of Net sales during the event.
The base game is on sale for 40% and the Base Building DLC for 15%.
The event ends on Sep 15!
Check it out here: https://store.steampowered.com/publisher/curvedigital/sale/GALM25
CALM website: https://www.thecalmzone.net/
Just a quick heads up for those with bases in Asteroid Rush sectors and permadeah: Backup your save files before loading it! xD
Added 2 new asteroid types: Ice and Explosive. While Ice types can spawn anywhere (except Asteroid Rush), explosives spawn more often in Asteroid Rushs with mineral rich sectors. . Exploding asteroids cause Mass Disruptor damage with 50% AP and release a gas cloud that applies a debuff, as follows:
. Added Temporary Debuff: Corrosion, which causes damage over time based on the target base HP and can stack. Corrosion has 100% AP.
Asteroids in Asteroid Rush sectors no longer drop rare metals (Lithium, Titanium and Iridium).
Normal Asteroid collision damage now has Mass Disruptor and 25% AP.
Added equipment: Adaptive Converter, which converts Corrosion debuff into usable items such as Volatile or Chemicals. Also available on Cargo Manager station modules.
Added ship: Strix, tier 3 independent Fighter, size 1 (Shuttle).
Crafted Energy Orbs now have 50% heat cost modifier.
Energy Orbs and Venghi Missiles now have a new and better optimized sound and image effect.
Hunter Fleets now spawn a bit farther away from the player and no longer spawn in Asteroid Rush.
Pausing the game now mutes the player engine and refinery sounds.
Holocrons are no longer sold in stations, but the chance to find them as loot is now 50% higher.
The sparks from Hidden Debris Fields are much more visible now.
Increased Drone Parts image size.
Removed the wait required to open the galaxy map. It might still vary a bit according to background calculations.
Fast Piercing Laser now actually pierces 1 target, generates less heat and has 15% crit chance instead of 25%.
Shield Absorbers now convert 33% of damage absorbed to ship energy. Ways to increase this value will be added later, as well as new related mechanics.
Added Destroy X (#) button to inventory.
Tinhead Knights now only fly Komb-Es.
Fixed BUG when opening/closing the Galaxy Map.
Fixed BUG when saving the game, related to the background thread.
Fixed corrupted crew member BUG.
Fixed mass value in several station models being too high.
Fixed BUG that carried buffs over after loading a game.
Fixed Big Asteroids spawning in Asteroid Rush sectors.
Added station option: Defense Wall.
Added ship: Daedalus, tier 3 independent Engineer, size 4 (Frigate).
The Beaver and Daedalus blueprints are automatically learned on Station Defense game modes (including old saves).
Added option to move stations (located only in Administration panel for now). It can't be done when being assaulted or targeted by enemies.
Dismantling stations no longer refund materials (cancelling building still do so, though).
Each Weapon Turret now increases enemy assault strength by 0.6 instead of 1.0.
Added # button to manually enter production limit to stations.
Mining "speed" on depleted asteroids is now 60 seconds instead of 80. However, each additional mining station adds 30 seconds to all modules actively mining that resource. Meaning you get diminishing returns per extra mining station.
You can no longer build Cargo Manager modules on Beacons.
Energy required for the Tier 2 trait on the Sensor Relay is now based on the sector size. In Very Small sectors the cost remains 200, but for all other sizes it drastically increases.
Sensor Relays now receive 1 extra trait point for each 5 levels instead of 4.
Reduced base quantity of special (silver, gold and platinum) and rare (lithium, titanium and iridium) metals on big asteroids.
Destroying ships from Assault Fleets no longer grant points towards Aggressive or Marauder perks and do not affect reputation.
Heavy turrets now receive the same 50 weapon range bonus as the light one, instead of +100%.
Increased Light Beacon range by 60 units and added a "halo" effect to it.
Increased general performance when dozens of stations are visible.
Added Shift + Left click to Add and Remove items to/from station storage.
The 'Add' buttons on station storage panel are now properly hidden when you can't use them.
Fixed Weapon Turret module 'upgrade weapon' button working with no weapon installed.
Fixed BUG that allowed to store ships and crew in station storage.
Fixed station model bonuses not applying when in the background: +25 geology for Advanced mining stations and +25 production level for factories.
Asteroids no longer spawn on top of player ship when entering Asteroid Rush sector. They may still spawn close to stations if far enough from player location. Explosive Asteroids now only spawn far to the right of the player.
Impact Absorbers (equipment) now reduce knockback from asteroid collisions or explosions.
Opening the Galaxy Map is slightly faster now(I'm still working on it).
Fixed Adaptive Converter showing 192 energy cost (Kraken ship size) instead of current ship.
Fixed fleet ships exploding when warping in, from corrosion stacks.
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Fixed being able to move hideouts
Fixed shift + left storing blueprint instead of learning it.
Several optimizations were made in order to improve the galaxy map generation and overall game smoothness, in addition to a few fixes.
The game now runs on 64-bit architecture. This was delayed to allow very old configurations to run the game, but those are practically "extinct" now :)
Crafted Energy Orbs now have 75% energy cost modifier instead of 50%.
Fleet ships will now try to avoid colliding with asteroids when explosive ones can spawn on the sector, even if collision damage is off.
Fixed Big Asteroids appearing way too frequently in most sectors.
Fixed Ice spawn chance being too low when starting a new game.
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Moving a Mining station to a different asteroid now properly updates its resources.
Additional optimization improvements were made, especially in regards to Save/Load routine, which should fix or at the least diminish crashes. This is still being worked on.
Reduced Explosive Asteroids blast damage by 20%.
Explosive Asteroids now only spawn in Asteroid Rush or sectors with mineral Medium or higher. They still never spawn in sectors leve 15 or lower.
AI traders fly a bit faster now.
The FPS Counter (when pressing F11) was removed because it was causing ocasional frame drop issues.
Reduced likelihood of ships getting stuck.
AI Traders no longer use Taurus ship model.
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Added toggle to auto assign trait points to station modules. The assign occurs when the station levels up and goes from left to right on tier 1, then tier 2. This will be further improved to allow choosing the order in which traits are picked.
Fixed corrosion stacks only getting removed from actual mercenaries and not fleet ships. Now it works on both.
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Added new station option: Sniper Turret.
Fixed projectiles and FX objects persisting in the scene after loading.
Fixed BUG with corrupted AI Traders that caused Station defense to not update properly.
Fixed Station HP not updating properly after a level up.
Fixed BUG on Elimination quests.
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Building a Cargo Manager module now automatically sets the cargo link to a Central Hub, if there is one.
Fixed Weapon Turrets range not being properly calculated.
DEV NOTE: I've noticed ocasional performance issues when VSync is on (usually paired with Windowed Fullscreen). If you are having such issues, try disabling Vsync and/or trying Exclusive Fullscreen mode to see if it helps.
Seven ship models that were still placeholders (from Unity asset store) were finally replaced with unique designs: Beetle, Venom, Eagle, Razor, Triton, Feisar and Speeder.
Triton received +2 equipment space and +2 drone spaces.
Reduced overall ship density in smaller sectors due to high population. Traders density remains the same.
Fixed Quest screen cover being offset
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Factories can now produce Thermal Regulators and Transmitters.
Slightly reduced station HP in higher levels (This is intended to make turrets less OP in higher levels, without nerfing armor trait. We'll see how it goes).
Added "#" button to set target stock on Market items.
Renamed Pirate Hideout to Marauder Hideout.
More overall performance improvements made.
Added new FPS counter (toggle with F11).
Fixed BUG that made VSync and Target Framerate to be active at the same time, causing framerate issues.
Fixed BUG on Strix hardpoints
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Defeating the leader (the last one) of Station Defense Assaults now drop a container with loot and credits. Big assaults (every 5 attacks) grants blue tier items and better loot.
The Diplomacy module now shows attack imminence (%) change for the entire sector, per minute.
Added a Trait to Diplomacy module that boosts its efficiency. Note: I'm aware the Container UI needs improvement. I'm working on it.
Updated the engine (Unity) version to fix the recently discovered vulnerability issue.
Here is a great Guide for the Base Building DLC, by one of our big supporters: Banlish.
Base Game
Improved collider on the Leviathan, which should diminish the AI getting stuck.
Auto-Save no longer triggers when there is a battle fleet attacking the sector.
AI Traders will now avoid selling items to overstocked stations.
Sectors now level up in half the speed and only do so when the player reaches level 10.
Asteroid resource tooltip (from activating an Asteroid Analyzer or Builder Module) now shows up at the top of the screen.
Slightly increased Children of Terra presence in the galaxy (on galaxy generation only).
Fixed credit loot from certain stations (turrets especially) being too high.
Fixed civilians not hitting marauders.
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Building stations now snap to a 4x4 units grid. You can toggle on/off showing the grid and snapping to it.
Added more information when building stations: a ring showing the collision/docking range, colliding objects are colored in red, and a message shows when you don't have materials or the base requires clear space or big asteroids.
Stations like factories and labs can now be build on big asteroids, Agristations no longer require docking space when building.
Stations now start with +250 HP but gain a bit less per level (20 times its size, instead of 25).
Added warning before dismantling a station with items on it.
Agristations upkeep is now -80% instead of -100%.
Fixed repairing on player stations not being free as intended.
Fixed Market BUG for Lithium, Titanium and Iridiun.
Fixed another "capture a civilian quest" BUG instance, on Station Defense Mode.
Fixed quest to Boost a Mining Station completing without consuming the item.
Base Game
Fixed not being able to hail mercenaries that are repairing you.
Fixed population in Asteroid Rush sectors increasing.
Fixed (another) BUG that caused certain stations spawning too close or inside asteroid "walls".
Fixed pirate bases being hostile during 'Going with the Pirates' mission.
Fixed cargo space bonus from Relaxed Mode not applying to fleet ships.
Fixed Tinhead Workshops not selling blueprints.
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Added optional production limit to stations.
Fixed stations not updating model correctly after finishing construction.
Fixed NPCs or fleet members buying ammo or drone parts from stations without those in stock.
I'm glad to announce the Base Building DLC is now LIVE!
Build and manage your own stations, with a wide variety of bases and modules to grow your galactic empire.
· Standard stations that provide basic services like ship repair and trading with NPCs;
· Weapon turrets to provide defenses;
· Mining stations, to mine big asteroids;
· Production stations: factories, laboratories and "agristations";
· Power plants and Solar arrays that provide energy to nearby bases;
· Jumpgates;
· Beacons that provide light or set spawn positions on the sector;
Each station comes with a few default modules like a generator or a basic defense setup, then a limited space for expansion, allowing deeper customization.
In addition to building your own base, you can now capture enemy stations (limited to hideouts for now).
Engineer ships have a built-in 'Builder module', which is required for base building. They also have bonus to repair beams, which are used in the actual building process.
2 tier 3 yachts (size 2): the Beaver and Raccoon.
1 special character to unlock.
3 new Perks / Achievements to unlock.
A new "Tower Defense" inspired game mode where you start with an engineer ship equipped with a repair beam instead of a normal weapon, and basic materials in order to build your base right from the start. Battle enemies in waves and trade with NPCs to grow your empire!
In celebration of the Base Building DLC, we're running a Daily Deal with our highest ever discount of 66%. Not only that, we've also teamed up with a few of our friends to hold a special sci-fi extravaganza! We're bundling with three other sci-fi games that have major releases today: Reality Break with its Ascension Update, Astronomics with its Better Bots Update, and last but not least, Star Vortex which is launching today into Early Access! All games are available bundled with each other for extra discounts, so there's a ton of cool new stuff for you to check out!
Follow Up Updates: Patch 2.2.1b - LIVE
Updated German translation.
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Increased range of Solar Arrays and Power Plants by 50%.
You now always start with basic blueprints for Base Building: Repair Beam, Builder Module, Construction Component and Prefab Unit.
Fixed BUG that caused assault fleet to remain in the station when all ships were destroyed.
Patch 2.2.1c - LIVE
Added message telling you need to bring hideout shields down before capturing it.
Fixed minor translation erros on several languages.
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Removed upkeep costs from most station modules, leaving only those you can boost to get rid of the cost, like generators and fabricators, plus a few others like Diplomacy, warp beacon or jump gates.
Depositing trade goods to your own station now goes directly to the station storage, instead of the normal "in the station" section. Materials are still automatically added to stash if possible (your stations use their storage AND your stash when building or trading stuff).
You can no longer sell items to your own station.
Reduced XP gain from the Station Defense quest chain.
Player stations now receive 20% less XP when enemies are defeated nearby.
Added message to big asteroid tooltips telling you need a mining station to extract its resources.
Fixed 'Research Support' not granting +1 rarity when crafting custom weapons on your own stations.
\ You now always start with basic blueprints for Base Building: Repair Beam, Builder Module, Construction Component and Prefab Unit.
After a long development time, the Update 2.2 is here! The Base Building DLC is coming only on the 28th of this month, however, you can enjoy many cool new things, fixes and requested features.
Big Asteroid models were remade and they now interact with the game plane, forming "space caves". They can be mined with mining bases, either by the AI or the player with base building DLC.
Items (trade goods) are now produced (or extracted) in mining bases, factories, agristations and laboratories, which are mostly available in civilian sectors (including PMC and Syndicate ones).
Sectors are now generated with fewer stations, but they have more variety like mining bases or factories. Faction controlled sectors will also spawn turret defenses. Old saves were adjusted to reflect this change.
Added actual NPC traders, which will buy/sell items from stations to keep productions going, even when not in the current sector. Their number is tied to galaxy size and is finite, for now.
Added 7 new items (trade goods): Ice, Organic Matter, Chemicals, Computers, Advanced Composites, Volatile, Batteries.
Stations now have lower chances of selling a particular item, which should make each market more unique. Ammo is always sold in most stations.
Sectors suffering attacks by battle fleets or assault on player bases (a DLC feature), do not receive NPC traders and have ship population drastically reduced.
You can now interact(dock) with Marauder and Mercenary hideouts, when friendly.
Hideouts now enter a 'deactivated' state when they have no shields and all guard ships are destroyed. You can dock at deactivated bases and choose one of the following actions: **Plunder**, for money and goods; **Salvage**, for crafting materials; **Hack**, for Tech level and blueprints; **Capture**, to claim the base to yourself (and later to other factions). The Capture option requires base building DLC.
The station interface now shows a 3D image of its model as a background, whose visibility can be customized in settings.
Added spaceship: Artemis, tier 3 independent Corsair, size 6 (Dreadnought).
Added spaceship: Leviathan, tier 2 independent Freighter, size 6 (Dreadnought).
Added spaceship: Aurora, tier 2 independent Mining, size 5 (Cruiser).
Added spaceship: Toupeira, tier 2 independent Mining, size 1 (Shuttle).
Added spaceship: Posylny, tier 2 independent Freighter, size 1 (Shuttle).
Added spaceship: Sparrow, tier 1 independent Fighter, size 2 (Yacht), replacing the old Galaxy (worn) model.
Added weapon: 'Improved Mining Laser'.
Added equipment: 'Mining Drone Bay Mk.II'.
Manned turrets will now mine asteroids if they have a mining laser installed.
Now you gain 'Fleet Commander' points when your fleet mines. It's based on the sector level and is considerably slower than actual combat.
Energy Orbs are now craftable.
Drones with auto targeting will now repair and attack stations automatically.
Drones with auto-targeting will now search for a new target near its owner if they fail to find one close to its current position.
Repair drones when too far will return to orbiting its owner instead of recalling (deactivating). Attack drones with auto targeting will also search for a new target near its owner before recalling.
Improved collector beam loot detection and item pulling.
Special crewman Tigger received new abilities (only available for new games though).
Item tool tip now show base price if you have 'Market Insight'
Pressing 'Order Fire' will now break cloaking (or camouflage) if you have gunners able to fire.
Blueprint rewards will now try to prioritize weapons and equipment higher than level 5, with very low chance of lower levels or trade goods.
Improved overall image contrast.
The starter ship model now has a trait that reduces its sell price, especially for bigger class sizes.
Changed (improved) plasma and cannon fire sounds.
Battle Fleets now update position twice as fast, but the resulting travel speed is just a bit faster.
Plasma weapons base projectile speed increased from 60 to 70. They also received a new mechanic called 'Heat bloom' (name not definitive) which adds a raw DPS bonus based on current hardpoint heat, where 5 heat points equals 1 DPS up to double the weapon's normal damage.
Heat bloom is also available as a crafting modifier.
Added the option to treat neutral ships as friendly when firing at them, which is now default.
Added 2 special crewman: Wraith and Rojopappu.
Added 1 more zoom out level for all ship sizes.
Battle Computer now shows target info based on its version: 1.0: Hull Points; 2.0: Armor and Damage Resistance; 3.0: Shields.
The quest to become 'White Collar' no longer triggers after 3 declines.
Casual/Streamer mode can now be played in Hardcore difficulty.
Added 2 more songs to the ambient music.
Added in-game clock
Mouse hovering the XP bar in the left panel now shows the actual value for current and next level.
The first active quest objectives are now shown on the UI (prioritized by time limit).
'Base Component' renamed to 'Basic Component'
Improved Upgrade Kits are now crafted with 1 Refined Metal instead of 2.
Manned PD turrets may now target enemy drones that are attacking player fleet ships or stations.
AI ships over level 10 now use tractor beams to slow down enemies.
CoT ships now use cloaking device when engaging enemies.
AI stations can now level up when its lower than the sector level.
Fixes, lots and lots and LOTs of fixes...
Have fun!
- Laious
Small Patch 2.2a - LIVE
Fixed visual BUG on station when importing old saves.
Small Patch 2.2b - LIVE
Fixed minor BUG when opening crafting panel.
Small Patch 2.2c - LIVE
Fixed Perk unlock times not showing up.
Small Patch 2.2d - LIVE
Fixed BUG that allowed a new player to chose the starting ship without completing the tutorial.
Patch 2.2e - LIVE
Increased initial stock for items such as Microchips, Energy Cells, Ice, etc.
Fixed Ravager and Guardian weapons hitting ships during spinning roll.
Fixed BUG that corrupted weapons with Heat Bloom modifier on ships with not weapon slots.
Patch 2.2f - LIVE
Added ship: Crusader, tier 3 independent Gunship, size 4 (Frigate).
Added more information on production icons on the Galaxy Map, like selling price as well as materials being bought on the sector. This will soon be tied to Trader Codex item.
Fixed 'Builder' Perk being selectable without owning the DLC, when starting a new game.
Fixed Escape Pod 3D model.
Fixed 'Press G to Dock' message still visible after destroying a station or hideout.
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Station Defense mode now starts with a light laser in addition to the repair beam and mining laser.
The cancel building button is now positioned a bit over the model to avoid unintended clicks.
The item list for adding a new Trade in Market module is now sorted alphabetically.
Patch 2.2g - LIVE
Crusader speed incresed from 7 to 8
Fixed Enforcer ship model not being available to players or NPCs.
Fixed weapon turrets continue to fire at a station after it is destroyed.
Fixed old save import resulting in only 1 station models for each faction.
Patch 2.2h - LIVE \ Hunter Fleets are now delayed when you defeat an assault at your base.
Patch 2.2i - LIVE
Fixed BUG that made asteroids not having more than 1 base metal and Iridium being impossible to mine.
Fixed certain items or player credits having "NaN" (not a number) value.
Fixed Lithium, Titanium and Iridium supply icon not appearing in the Galaxy Map.
Fixed Tinhead Workshops only showing 1 blueprint for sale, instead of several as intended.
Fixed Upgrade Kits being sold for zero.
Fixed stations, jumpgates and debris fields spawning inside asteroid "walls"
Patch 2.2j - LIVE
Fixed Blueprint Crafting tooltips not showing all spaceship and energy bonuses.
Patch 2.2k - LIVE
Increased chance for PMC stations to trade metals, while reduced other types (this is only defined when generating the galaxy or importing a save prior to 2.2).
Reduced materials required for ship crafting, especially in small sizes.
Slightly increased docking range on hideouts.
Fixed ship crafting tooltip showing your current ship enhancements featured on the resulting ship.
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Drones launched from stations now receive 50% damage bonus and 40 HP as base (no traits required).
Fleet members no longer dock when you open station management, only when you DOCK at your stations.
Fixed message when station upkeep isn't paid.
Patch 2.2.0l - LIVE
All PMC station markets were remade to account for the previous change where they buy most metals and less of other types, despite the station level.
Ship blueprints are now sorted alphabetically.
Fixed hideout capture exploit.
Fixed Spanish translation errors.
Fixed pronouns on crew descriptions like co-pilot, first officer, etc.
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Hunter Fleets no longer spawn when a station assault is imminent (90% or higher threat).
Turret stations now reduce enemy threat generated per minute by 0.80% instead of 0.50%.
Patch 2.2.0m - LIVE
The Hephaestus quest now finishes in a normal station (not industry or other types with no markets).
AI Traders will now occasionally seek out stations in sectors much further away than their normal range.
Fixed BUG on collector beam after a refinery makes room in cargo (needs testing).
Fixed BUG on Leviathan side guns.
Fixed hideout capture exploit still working with X button.
Fixed Inventory closing when opening Blueprint Crafting panel.
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Added the 10 remaining parts to the Station Defense quest chain.
Added a new special crew member unlocked after completing the Station Defense quest chain.
Added "Diplomacy" station module, which can be used to reduce (and cease) or increase enemy assaults on player stations.
Tier 2 trait on Detection module now costs 1 point.
Added basic weapon blueprints for Station Defense mode: Light Laser, Burst Light Laser, Light Cannon, Medium Laser, Light Laser beam, PD Laser, Small Missile Launcher and Simple Mining Laser.
Greetings Commanders!
I'll be doing a Livestream to talk about the Base Building DLC + the Update 2.2, on my YouTube channel on Sunday, July 13, 2025 at 9:30 PM GMT.
Direct link:
Here are some of the changes coming with Update - 2.2 which do not require the DLC.
The release date is July 28th.
Big Asteroid models were remade and they now interact with the game plane, forming "space caves". They can be mined with mining bases, either by the AI or the player with base building DLC.
Items (trade goods) are now produced (or extracted) in mining bases, factories, agristations and laboratories, which are mostly available in civilian sectors (including PMC and Syndicate ones).
Sectors are now generated with fewer stations, but they have more variety like mining bases or factories. Faction controlled sectors will also spawn turret defenses. Old saves were adjusted to reflect this change.
Added actual NPC traders, which will buy/sell items from stations to keep productions going, even when not in the current sector. Their number is tied to galaxy size and is finite, for now.
Added 7 new items (trade goods): Ice, Organic Matter, Chemicals, Computers, Advanced Composites, Volatile, Batteries.
Stations now have lower chances of selling a particular item, which should make each market more unique. Ammo is always sold in most stations.
Sectors suffering attacks by battle fleets or assault on player bases (a DLC feature), do not receive NPC traders and have ship population drastically reduced.
You can now interact(dock) with Marauder and Mercenary hideouts, when friendly.
Hideouts now enter a 'deactivated' state when they have no shields and all guard ships are destroyed. You can dock at deactivated bases and choose one of the following actions: Plunder, for money and goods; Salvage, for crafting materials; Hack, for Tech level and blueprints; Capture, to claim the base to yourself (and later to other factions). The Capture option requires base building DLC.
The station interface now shows a 3D image of its model as a background, whose visibility can be customized in settings.
Added spaceship: Artemis, tier 3 independent Corsair, size 6 (Dreadnought).
Added spaceship: Leviathan, tier 2 independent Freighter, size 6 (Dreadnought).
Added spaceship: Aurora, tier 2 independent Mining, size 5 (Cruiser).
Added spaceship: Toupeira, tier 2 independent Mining, size 2 (Yacht).
Added spaceship: Posilky, tier 2 independent Freighter, size 2 (Yacht).
Manned turrets will now mine asteroids if they have a mining laser installed.
Now you gain 'Fleet Commander' points when your fleet mines. It's based on the sector level and is considerably slower than actual combat.
Energy Orbs are now craftable.
Drones with auto targeting will now repair and attack stations automatically.
Drones with auto-targeting will now search for a new target near its owner if they fail to find one close to its current position.
Repair drones when too far will return to orbiting its owner instead of recalling (deactivating). Attack drones with auto targeting will also search for a new target near its owner before recalling.
Improved collector beam loot detection and item pulling.
Special crewman Tigger received new abilities (only available for new games though).
Item tool tip now show base price if you have 'Market Insight'
Pressing 'Order Fire' will now break cloaking (or camouflage) if you have gunners able to fire.
Blueprint rewards will now try to prioritize weapons and equipment higher than level 5, with very low chance of lower levels or trade goods.
Improved overall image contrast.
The starter ship model now has a trait that reduces its sell price, especially for bigger class sizes.
Changed (improved) plasma and cannon fire sounds.
Battle Fleets now update position twice as fast, but the resulting travel speed is just a bit faster.
Plasma weapons base projectile speed increased from 60 to 70. They also received a new mechanic called 'Heat bloom' (name not definitive) which adds a raw DPS bonus based on current hardpoint heat, where 5 heat points equals 1 DPS up to double the weapon's normal damage.
Heat bloom is also available as a crafting modifier.
Added the option to treat neutral ships as friendly when firing at them, which is now default.
Added 2 special crewman: Wraith and Rojopappu.
Added 1 more zoom out level for all ship sizes.
Battle Computer now shows target info based on its version: 1.0: Hull Points; 2.0: Armor and Damage Resistance; 3.0: Shields.
The quest to become 'White Collar' no longer triggers after 3 declines.
Casual/Streamer mode can now be played in Hardcore difficulty.
Added 2 more songs to the ambient music.
Fixes, lots and lots of fixes...
The complete list of fixes will come later, as well as the Base Building DLC features
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This page aggregates Steam news feeds, patch notes, and developer announcements for Star Valor, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Star Valor statistics page.
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