Skip to content
Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×
Search powered by Algolia
Update notes via Steam Community

NEW FEATURES

  • Laser cannon is now aimed with the mouse in a small arc ahead of the player

  • Added the ability to target other ships (right click by default)

  • Missiles/torpedoes track the player's selected target

  • Added an ammo counter to the UI for remaining warheads

  • There are now 3 firing modes for the laser cannon (1, 2, and 3 keys by default)

    - The three modes change the fire rate and damage output of the laser cannon

    - These modes can also be cycled through (X key by default)

  • You can now use a full energy bar to instantly charge shields to full (Q key by default)

  • Completely rebuilt campaign system with better mission generation

  • User interface totally overhauled for the campaign

  • There are now space stations; these are immobile, but well defended

  • Several new ship types added

  • Player can now select different secondary weapon loadouts

    - Missiles; these work the same as before; good against fighters; you now get 6

    - Torpedoes; slower and less maneuverable, but stronger than missiles

    - Heavy Bombs; adopt the launching craft's speed and are unguided, but extremely powerful

    - Plasma Rockets; unguided, very fast warheads; low damage, but can carry 20

    - Photon Disks; unlimited, but takes significant energy to fire; moderate damage

  • Visual effects added for jump drive and afterburner use

  • How to play option added for new players

  • Added music to the main menu so it isn't eerily silent

  • Tech library now contains data on weapons

BUG FIXES

  • Fixed certain menu buttons not working on monitors with resolution above 1920x1080

  • Removed sliver of green showing up on health bar of dead fighters after mission

  • Fixed a bug with target selection for turrets

  • Jump drive can no longer charge after player is killed

  • Fixed some typos in the tech library

  • Player now fails the campaign for leaving a mission early

  • Lasers fired at the player by AI will now always play sound effect

OTHER CHANGES

  • Enemy Elite Fighter is much faster and now fills an interceptor role

  • Laser turrets now turn faster and have a higher rate of fire

  • Missiles do slightly more damage than before

  • Added a bunch of new space backgrounds

  • Squadron pilots are now randomized when starting a new campaign

  • Added more callsigns to the list for generated pilots

  • Pilot ranks have been reworked

    - Previously went Ensign > Pilot Officer > Sr Pilot > Flight Lt > Captain > Group Cmdr

    - New ranks are Midshipman > Ensign > Lieutenant > Captain > Commander > Commodore

  • There is now a flashing cursor when typing in the main menu

  • Added some more AI combat dialogue

  • AI ships now make proper attack runs and break off when attacking large ships

  • Touched up hangar artwork again

  • Adjusted engine exhaust trails on some ships

  • Changed the look of the player's energy bar

  • Player can no longer turn while charging jump drive

  • Capital ships have been made less maneuverable

  • Small changes to artwork on a few ships

  • Changed the names of some ship types

    - Brawler -> Missile Boat

    - Beamer (Allied) -> Beam Frigate

    - Beamer (Enemy) -> Destroyer

    - Scout Fighter -> Scout Craft

  • Larger shockwave effect for cruisers when destroyed

  • Light beam turrets do slightly more damage

  • Damage from warheads will now bleed through shields

  • Changed parameters for when and how often ace battles happen

  • Enemy ships now shoot a different color of laser than the Allied team

  • Campaign now ends if you return to base without authorization

KNOWN BUGS

  • Turrets get reset when resuming a saved game mid-battle

Windows 64-bitEnglish Starfighter Aces Content Depot 1687281
  • Loading history…
Ad-free Steam data for everyone since 2012
Support SteamDB • Donate or contribute
Open link