
Update #199 comes out with a new uptick in the occurences of human captains flying carriers (no change to xeno), multiple new carrier focused AI strategies for captains, and a new fast attack carrier for players and enemies both. We've also made some important rebalancing changes to the cost of high end weapons, dual-field engines and some of the high-end defensive components. The pricing bands for components of different levels is widening across the board, driving up the price of building an end-game ship for the better. Of course, the AI is using all the same prices and so gets a symmetrical change to their build choices as well.
We also have some very exciting news in our other major game project!

Cyber Knights is Live on Kickstarter
Having gone live on last Monday, our Cyber Knights: Flashpoint Kickstarter funded in less than 12 hours and is now smashing through stretch goals as more and more backers join the project. While the game's main development is funded by sales of Star Traders: Frontiers and our other successful games, we have come to Kickstarter to help us expand the game's scope, beauty and depth.So a huge thank you to everyone who has come out to support our efforts or told a friend. If you haven't, Cyber Knights: Flashpoint will be cut from the same model as Star Traders: Frontiers -- developed with passion, deep mechanics, dynamic story, hundreds of updates, free expansions and no DLCs. If you love that, we hope you'll pledge today!
Reach Carrier
The newest fast attack carrier -- the Reach -- has just been announced at starports across the galaxy. The Reach Carrier's combination of flexible weapons and substantial space for small craft is made possible by an advanced, light-weight Dual-Field Reactor Core. The Reach Carrier trades fuel capacity for armor and firepower. It's an exciting new option for captains trying out fast strike carriers.Increased Enemy Carriers
It has become even more important with Update #199 to have a plan against enemy carriers. The appearance of human carriers has been increased across the board by roughly 5%, which while it may sound small is definitely felt across a captain's career. Even if the plan is "run!" you'll need a plan now more than ever.Three new carrier-specific AI have been added for the enemy captains, improving the variety of strategies and ship builds that these types of enemies will use. The new AI as well as the existing human AI models have all gained some improvements as to how they plan and lay out their craft and pilots for the Extremis, Skylift and Strike Carrier ships.

Component Price Rebalance
Due to the small differences in cost, it has long been the most efficient move to save up a little more money to skip from the lowest level ship weapons (1 or 2) to the highest (6 or 7) without taking any intermediary upgrades. With Update #199 we're starting the process of correcting that by rebalancing the prices of rank 6, 7 and 8 weaponry to ensure their prices are in the correct line with other components at a similar tier. In all cases, this involved significant price increases. Of course, the AI have to contended with the same price increases so everyone will find it a bit more challenging to get high level weaponry.We've also rebalanced and increased the price of all Dual-Field Void Engines which have such strong stats and additional utility for their low mass. Finally, we've ticked up the price for Defense Pattern Matrix 3 and 4 to make sure they are appropriately priced for their value within the overall set of components.
As always, we're fixing extra bugs and has resolved some issues with Awards, dry dock and more.
We hope you'll take a look at the Cyber Knights: Flashpoint Kickstarter as well.
v3.0.39 - 2/9/2020
- New Ship: 5000M Reach Carrier (Fast Attack Carrier)- Added 3 New Carrier Focused AI Captains
- Added new Captain's Log entry for new ship purchases
- Increased generation of human AI carriers by 5%
- Improved AI behavior on Extremis, Skylift and Strike Carrier Ships
- Rebalanced ship weapons and increased costs at Level 6, 7 and 8
- Increased prices of Dual-Field Engines
- Increased prices of Defense Pattern Matrix 3 and 4
- Fixed issues with awards "Master Smuggler" 1, 2 and 3 firing too early
- Fixes issues with upgrading Cabins and Prison Cells on Dry Docked Ships
Changed files in this update