Transcendence

Transcendence

63 ratings
The Beginner's Guide to Transcendence: Ship Choice and Starting Out (WIP)
By InimitableSong
A quick guide to the 9 ships in Transcendence: Eternity Port Edition, and some basic hints and tips to get you started. Mostly non-spoilery. I'm still working on this so it's a bit clunky, but the info should be useful for some newer players.
4
   
Award
Favorite
Favorited
Unfavorite
Welcome to Transcendence!
BIG BOLD NOTE: This guide is a work in progress. It may be a little clunky to read, sorry.

Welcome to the game! I'm one of the closed-beta testers for the steam release, and a moderator on the official community forums (not the steam forums). I've been playing the game since around 2008, and I've been #1 on the high score list before people worked out how to dupe it. For the steam release, I've put together a bunch of simple information that may help newer players who've just picked up the game. This guide takes resources from several previous guides and advice threads on the Official Transcendence forums. This is part 1 of that guide, covering the very first few choices you need to make in the game: your ship choice and campaign. I'll be expanding this over time and adding more information, cleaning things up, and bringing things over from the wiki and forums.

So to start with, what is Transcendence?

Transcendence is a keyboard-and-mouse controlled top-down space shooter with roguelike elements. Development started in the early 2000's by George Moromisato, and the first public release (0.7) was in 2003 with a 1.0 release in 2010. The game has been in continuous development, with numerous public stable and beta releases. Transcendence 1.6, released in July 2015, is the first release on the Steam platform. It has a small but extremely active community, based mostly around the Official Transcendence Forums.[forums.kronosaur.com] We also have a discord, but to prevent problems with spammers we don't link it on steam, so go check the forums if you want to get into it.


Campaigns in the Eternity Port Edition

The 'Eternity Port Edition' comes with two campaigns, one of which includes an additional DLC content package. "Stars of the Pilgrim: Part I" is the classic Transcendence campaign, and it's the one you should start out playing. It has 12 years worth of content and is a complete experience (although it's still being developed and patched). It also includes the Corporate Command DLC pack, which adds additional ships, items, enemies and plotlines to the campaign. The second campaign is "Eternity Port". This is a significantly harder campaign and is still quite bare-bones. You can play this as a beginner, but it's a lot harder to get into than SOTP. In more recent versions, you can also enable Near Stars (the content library for Eternity Port, minus the plot) in a Stars of the Pilgrim game.

The game has rather a steep learning curve. It's not that difficult to fly a ship, but flying it well is another matter. Skill comes from experience, but there's a few things you'll likely want to find out from me, rather than from running into them. So let's talk you through how to start a game.
Choosing a campaign and starting system
When starting a new game, you have to choose what campaign you want. Unless you've downloaded or created a user-made campaign (and these are quite rare at present), you'll have two choices: Stars of the Pilgrim, or Eternity Port. If you're new, pick SOTP. Eternity Port is less polished in general and it's easier to learn the game on the main campaign. You can also use the checkboxes to turn on or off any extensions or mods. By default, SOTP comes with the Corporate Command extension. Leave it turned on unless you really want to cut back on what's in the game.

Now let's go over the big choice you have to make:

Ship selection

You have a choice of 6 ships by default in a Stars of the Pilgrim game (3 if you've disabled Corporate Command). This choice is fundamental to how you play the game, and you can't change your ship later. That's quite apparent. But what you don't get told is that in addition, your choice of ship also dictates your starting system. Eridani is the default starting system for 'old' ships, while the Corporate Command ships start in Tau Ceti. This affects what missions you can get and what plotlines you run into first. Eridani is easier though, so as a newbie you probably want to go for an older ship. Let's run through the SOTP ships, grouped in their starting systems, and then go on to Eternity Port.

(Oh, before we do....you can also choose the gender of your character by clicking the icon in the top right corner to switch. This has no effect on gameplay, it just swaps the pronouns in dialogue and menus.)
Ships that start in Eridani [Stars of the Pilgrim: Part I]
Starting in Eridani, you have three choices of ship. Now....on the starting screen, all ships are listed in order of their general difficulty....as designed. The order isn't actually accurate to how they handle. But when seperated out, the ranking for the Eridani ships is quite accurate:




EI500 Freighter: Slow and lumbering, this thing is both the easiest thing to fly and the most boring if you don't upgrade the drive (fortunately with full upgrades it becomes hilariously overpowered). Specialised for non-combat devices, with only two slots for weapons (more on that later) This is the easiest ship to start out in. The omnidirectional laser cannon is a low damage weapon, but it's very reliable and doesn't require aiming. You also get some armor patches (for armor repairs) and a random ROM, which will either upgrade your shield (not that useful), upgrade your visual display (very useful), or give you a targeting program (exceptionally useful to the point that some people start-scum for it). This is a 'vanilla' ship that starts in Eridani.

Starting tips: In battles, keep that gun firing! Install a laser collimator and some upgrade to boost the damage up to decent levels. If you're getting overwhelmed, retreat early: the EI500 really can't run effectively, but if you make it somewhere safe you can get friendly NPCs to shoot down hostiles. Use those armor patches to train your repair skill, or sell from for cash. Upgrade to better omni weapons like the omni turbolaser or omni particle cannon for the midgame. In the endgame if you really need to use omni weapons still, you can either go for an omnidirectional thermo cannon (note: these need ammunition), or a pair of Ares Lightning Turrets (note: these lack WMD and aren't that good against stations).



Sapphire yacht: A jack-of-all trades. In skilled hands this is easily the most deadly ship in the game, but it's also not bad for beginners. You have the lightest armor limit in the game and your starting setup is both fragile and poorly armed....but you have a bit of cash. This is a good ship for anyone who can aim effectively and is worth trying if you're bored with how slow the EI500 is. It's basically the 'normal' difficulty setting. This is a 'vanilla' ship that starts in Eridani

Starting tips: Your starting gun is terrible. If you want to spend cash on one, you can immediately replace it with an AK15 or DK10 at Starton Eridani. Remember to upgrade your shields and armor as well: they are also rubbish.



Wolfen gunship: This little ship is very, very fast. It's not as fast as the ultra-light fighters you'll face often in the early game, but it's a heck of a lot tougher as well. It's quite hard to handle though: you need good aim and relfexes to fly a Wolfen effectively. Starts with a decent shield, light armor, a dual laser cannon and a missile launcher. Limited to only a few non-combat devices and it only has a small cargo hold, so it can't specialise as well as a Sapphire or EI500....but it's very good if you just want to shoot things. I would suggest this as your first gunship to fly. It is quite a tricky thing to handle well, but it's not too bad, and it's a pretty little ship as well.


Starting Tips: At first, just fly around and practise shooting some rocks or something. The wolfen can be a tad tricky to fly. Remember that 'slow down' is bound to the period key by default (easy way to remember: it's the key you push for a full stop. Except in this case you have to hold it down). Save your missiles. You start with a handful of KM100s, and they're very useful for swatting stations, but are hard to aim and have no guidance. You can pick up the far superior KM500 tracking missile from a mission at Raisu Station once you've done some pro-active diplomacy (read: wanton destruction) on the local warlords. Save those as well: they're great for hard targets with internal hitpoints (see the General Tips further down for a quick explanation of internal HP) and for anything your laser can't hit.


Tips for Eridani [Stars of the Pilgrim: Part I]
General Advice for Eridani

1. Eridani has no salvagers and very few random encounters. It's a fairly easy system, so take the time to learn the ropes. Things will get a fair bit harder once you leave. To start out, dock with the station you start next to, and learn the ropes.

2. Some of the tutorial missions are a little tricky. Don't be afraid to decline missions (except the 'save our freighter' mission) and come back to it a little later.

3. The tutorial is well worth doing though, because it has a guaranteed level 3 weapon spawn, the Rasiermesser Smartcannon, that is generally considered to be overpowered. Good damage, cheap ammo, and tracking. If you're new, you really want that.

4. Mining colonies have little missions you can do for cash. Mining ore can also be very lucrative, if unreliable and a bit boring.

5. If you're flying a sapphire, upgrade your gun. If you're in a wolfen, look for a laser collimator (they're often found at the Starton, and can also appear as unidentified level 2 devices in loot drops. You have a 50/50 chance on any such device for it to be a collimator (laser enhancer) or an accelerator (kinetic enhancer)). In general, early enhancement devices should dictate what sort of primary weapon you're using, since they make a pretty huge difference.

6. If you're running low on fuel, you can disable devices through the power menu, accessed by pressing 'B'. Then make a run for a station that can refuel you, and remember to buy some fuel rods for emergencies. Viking-class gunships also drop fuel in their wrecks.

7. You need some experience before the militia will give you an ID card and let you mount nuclear weapons (and a lot of other stuff). Try getting some missions with the Korolov Shipping Company first, or maybe try out BattleArena Maximus in the Rigel system.

8. If you want Black Market access, you might want to check out the bar at a hotel some time. Bring something illegal with you, and hope you don't get arrested. Once you're able to trade in illegal goods en masse, you'll need a smuggler's hold to get things past customs. Nightclubs at large stations are great places to offload your cargo of condensed misery. Oh, and don't sell slaves. There's an insta-gameover chance.

9. Remember where the Sisters are: if you donate certain items with 'soul' attributes you can gain more powers.

10. You can move into Corporate Command systems as well if you've got it enabled. Once you've got the hang of things, why not head to Tau Ceti and grab all the missions (and loot) from there?

11. Upgrade your ship. Always go for upgrades if you can afford them without running out of fuel. You don't want to be under-levelled in this game. Look at the stats on items before you buy or install them, and read the descriptions. Not all items are good.
Ships that start in Tau Ceti [Stars of the Pilgrim: Part I]
Tau Ceti is a lot harder than Eridani, and your ship choice is also a bit limited....there's some balance issues that are on the list for fixing later, but for now you just need to be aware of them. You can still get to Tau Ceti even if you didn't start there, so don't worry about missing content if you don't use one of these ships! But all that being said, these ships are still very fun, so here they are:



Freyr gunship: Heavier than the wolfen, this thing has more armor capacity but is slightly slower: you can't outrun as many enemies. Any installed weapon from the Rasiermesser corporation will gain a slight swivel effect, aiming towards the nearest enemy (or at your current target). This is actually quite a difficult ship to use in the early game, but in good hands it's very powerful. If you're using the swivel try to keep your distance so the targeting code doesn't get confused.

Tips for starting out: Keep pointing at your enemy! Your starting gun is rather lackluster, so keep it firing constantly in combat. Remember that as a gunship you have the option of running away from some foes. If you find a Flenser cannon (or better still, a dual flenser) that's gonna be your best weapon up until around St. Katherine's Star. In the midgame the Thorin series are quite good, and in the endgame you can give certain enemy armors, shields and weapons to a man called "Dvalin" to eventually unlock the best Rasiermesser weapon: the Ion9. Dvalin is found in the first Rasiermesser Factory that spawns in the game, usually about one system beyond Jiang's Star.



Constellation Freighter: The Constellation is probably the funnest ship in the core game. It's also very difficult,and prone to being bugged. Until recently I'd generally not have recommended it, but more recently the auton bay has been improved enough that it's actually quite nice. This ship is all about that auton bay, you can't get rid of it, and the starting setup is fairly poor for direct combat.

Maintaining an auton swarm is fairly different from maintaining your own ship: each type of auton has different limits on the armor and equipment it can feature, and you'll frequently be spending a lot of the time in the auton bay shuffling gear between them as you find better things for advanced autons. The auton bay also repairs the armor (and hull, but we'll get to that later) on damaged autons, making recalling autons important to avoid losses.

Constellations are, in general, ships that require patience to fly, but reward it fairly well.

Starting tips: To use your auton bay, press 'U' when ingame, and either hit the hotkey for the auton bay, or use the arrow keys to navigate to the icon and press Enter. From there you can customise any autons in your hold. To command autons, open the communications menu (C) or the squadron command menu (Q) and then see what keys do what. It's easier than it sounds. Be cautious with your robot buddies: they have a habit of annoying other people and getting them mad at you. When you start you have a turret. Don't forget to use it, but remember that it's not a very powerful turret.

Finally, you are going to lose autons to enemy fire. To reduce that, you can recall them to your ship when they get damaged via the communications menu. But if they get destroyed outright, that isn't necessarily the end. Autons will usually leave a wreck,and with an auton bay installed you can salvage them by docking and hitting the relevant dockscreen item. This will put them in your hold with 0% hull and armor integrity. They cannot be launched (except via bugs) until the auton bay has repaired the hull completely, but honestly you want to wait until they're completely fixed before deploying them.

...this also works on destroyed enemy autons as well, which can be a good source of midgame autons from the Lumiere.




Manticore Heavy Gunship: The manticore used to be a truly horrible ship, but these days it's fairly decent. You have a powerful armor repair device, and a set of armor that is designed specifically for that device. You can replace the repair system with a shield...but don't do that, because there's a built-in 50% hitpoint penalty to energy shields on this hull. Instead, keep looking for Novaya armor that's better than your current set and you'll usually do just fine. Meteorsteel may also be a decent choice if you find it early.

Manticores have two defining traits. The first is that they're extremely slow. You are not running away from things easily in a Manticore. The other is that they rely on giving their Novaya repair units some time to work in order to survive long rights. These don't always work well together, making it potentially tricky to learn on. The hull is very good once upgraded however.

Another thing that makes the Manticore difficult for beginners is the offset weapon placements: each of the two 'pods' on the sides of the ship is dedicated to either launchers or missiles. This means any single point origin (ie: not dual or whatever) weapon will not be firing from the middle of your ship. This can make aiming interesting. If you're having trouble, install any swivel, omni, tracking, or dual primary weapon: dual weapons are center-mounted and the rest will compensate for it anyway.

Starting tips: Upgrade your drive as soon as you can. Do not run into battles, and keep your distance where possible. Consider omnidirectional or dual weapons to counter the offset weapons position. Remember that you've got pretty decent cargo space and excellent armor upgrade options.



Tips for Tau Ceti [Stars of the Pilgrim: Part I]
General tips for Tau Ceti

1. Tau Ceti is considerably more dangerous than Eridani. Be careful around the place. Avoid enemy stations if you're low on armor, and don't forget to repair and refuel at stations.You'll need to look around the system in order to find the Sisters of Domina and get the tutorial. The upside of this is that there's a lot more loot: taking your time to deal with everything will usually get you something nice.

2. You can get missions from Icarus Station, but be aware that these can be overly tough for some starting ships. The Manticore in particular tends to struggle with its low speed, and the Constellation can struggle if you have to rely on your main gun. However, corporate rank is extremely useful so taking missions when you can is a great idea.

3. Tau Ceti has salvager nomads. Don't leave stuff in crates, because they will steal it. You can kill them to get some stuff back (and the other stuff they've found around the system), but nomads are tough and hit fairly hard in return.

4. Chimeric foes have powerful guns. Keep your distance. Loot the guns and armor if you can, but keep in mind that it becomes obsolete faster than you'd think, and doesn't sell for very much money, so don't forget to get normal upgrades.

5. Anton Nasser is absolutely infamous for killing players, autons, other NPCs, and generally anything that gets near him when something hostile is present. DO NOT GET BETWEEN HIM AND A TARGET. Try to avoid being behind a target as well. Watch for incoming stray fire from his ship, and avoid it. He has endgame equipment, and anything that you'll have on a ship or auton on early encounters is highly unlikely to survive a direct hit from a Mark VII howitzer.

6. Again, If you're running low on fuel, you can disable devices through the power menu, accessed by pressing 'B'. Then make a run for a station that can refuel you, and remember to buy some fuel rods for emergencies. Viking-class gunships also drop fuel in their wrecks.

7. You need some experience before the militia will give you an ID card and let you mount nuclear weapons (and a lot of other stuff). Try getting some missions with the Korolov Shipping Company first, or maybe try out BattleArena Maximus in the Rigel system.

8. If you want Black Market access, you might want to check out the bar at a hotel some time. Tau Ceti sometimes has these in-system, allowing for very rapid access to the black market. Bring something illegal with you, and hope you don't get arrested. Once you're able to trade in illegal goods en masse, you'll need a smuggler's hold to get things past customs. Nightclubs at large stations are great places to offload your cargo of condensed misery. Oh, and don't sell slaves. There's an insta-gameover chance.

9. Remember where the Sisters are: if you donate certain items with 'soul' attributes you can gain more powers.

10. Don't start a chimera mission unless you're ready for it. The later ones are tough. If there's a ship that spawns more (like the Drake-chimera) or infects stations (like the EI7000), kill them first if you can.

11. Upgrade your ship. Always go for upgrades if you can afford them without running out of fuel. You don't want to be under-levelled in this game. Look at the stats on items before you buy or install them, and read the descriptions. Not all items are good.
Domina powers [Stars of the Pilgrim: Part I]
By pressing the 'I' key ingame, you have access to your invokable powers. At first, you start out with just one: Sustain. But you can get more as you go through the game.

Getting more powers

To get powers, you need to get Domina to like you. And nothing says "hi" to a hyperintelligent thing living in a black hole than things with 'soul'. Hoard abbasid thanograms, death cubes, halo gems and slave coffins (note: Slaves will be freed if you dock with any commonwealth station). Then donate them to the Sisters of Domina at one of their stations. This increases your level, and also gains you new powers.

It's also worth noting that donating a lot of cash to them will make them likely to offer repairs and refuelings at their stations as well, so that might be worth doing as well...but it's not very cash-efficient. There's also some flavor-text if you give them certain items (eg. the star wars 3DV).


Power list, and what they do

There are 7 powers in the game right now, of which 6 are manually invoked. All powers have a cooldown, so you can't spam them all the time. In addition, the cooldowns are paired: Sustain has its own timer, then each other set of powers is paired up (eg. Using 'restore' will also reset 'strengthen'). Here they are, listed in the order you unlock them in.


Sustain: This shields your ship from all incoming fire for a few seconds. The duration is increased at higher 'Domina levels'. It also prevents you from shooting back, so use this for escapes or to buy time for a shield recharge or armor repair.

Restore: Easily the most powerful of the powers if you use it wisely. Fully restores your ships shields instantly. If you don't have a shield, it instead repairs your armor.

Strengthen: A bit useless, frankly. Gives a 50% boost to weapon damage for a few seconds. Alas, the time it lasts for is so short it's often not worth it. Still, for a high-damage setup this can be devastating if you can pull off the timing required.

Defend: Together with Sustain and Restore, a very very useful power. Exactly the same as Sustain, but you can shoot through it. Has a longer cooldown and doesn't last as long as Sustain though. Use it sparingly.

Circle of Wrath: it sounds cool, but it isn't. Sends out a shockwave fragment that does exotic (dark fire or dark steel, IIRC) damage. Not actually that damaging offensively....but very good at blocking incoming projectiles. Damages friendlies, so be careful.

Desperate Escape: Passive power: you can't activate this at will. If your ship takes a killing blow while this is off its cooldown, you stabilise on 1hp on the relevent armor segment (possibly 0hp) and gain a brief 'sustain' style shield. It's very brief: invoke another power to get something longer, and/or RUN.

Shatter: Hooboy. This is the only good offensive power. Sends out a large, high-speed shockwave that can instakill any ship it touches, literally shattering them. This is based on mass, so some larger ships won't die. This will hurt friendlies, and leaves no loot. It's a good emergency swarm-clearer......including if the swarm is of bigger ships. But...do be careful with it. You don't want to shatter *everything*

Ingenuity: Domina reaches into your head and shows you how to upgrade something. Usually it's an armor segment, but it can be almost any installed device or item......if it hasn't been enhanced already. There's a failure chance, and you don't get to pick what gets enhanced....but spamming this over and over can be very good, particularly with some of the later-game guns that can't recieve damage boosts from any other source.


There is an optional conduct for finishing the game without using any of these powers, but as a new player (or one who likes the quick shield recharges) you're probably gonna want to use these at some point.
Ships that start in Kibo [Eternity Port]
In Eternity Port, you are running a completely different storyline and mission path, with some shared elements. You have very different ships, and you only get three of them to choose from, with a single starting point. And remember how I said that the ingame difficulty order for Stars of the Pilgrim was a bit wonky? Well....here it's basically completely wrong. So let's take a look, in no particular order.....because all of these ships are roughly equal, but in different ways.



Hercules transport, AKA: The magic schoolbus

The nickname comes from the initial release of Eternity Port, when this thing sucked. This ship is interesting...it's a freighter that has no cargo advantage over the heavy gunship in EP, no omnidirectional weapon as stock, and no slot limits....it's basically a very heavy, very bulky Sapphire. Use your device slots to specialise it however you want. You also have six armor segments. This makes upgrades a pain, but if you're careful about where enemies are shooting at you from you can survive a long time in this thing.

Tips for starting out: Install a drive upgrade, and create nanoforged titanium or plasteel armor at the nanoforge at the main shipyard ASAP. It's fantastic stuff. Be aware that you don't have much cash to start with, so make sure you can afford fuel first. There's another trick as well: the gun mounts are offset to the right side of the ship. So with careful positioning, you can shoot out from behind a rock or station without expoding yourself to return fire. Give it a try some time!




Spartan heavy gunship

This thing is a very basic, very easy heavy gunship with no flaws whatsoever. That description in the ship selector is leftover placeholder text from the beta, BTW. Has equal cargo space with the 'transport', exceptional armor limits, and reasonable speed and agility. If you're doing EP for the first time, you probably want to use this, mostly because it starts with a decent gun. It also matches the splash-screen image at the start of the game (and if you die) so if you're a stickler for that....

Tips for starting out: It's a gunship. There's no real quirks. Just remember to keep upgrading it. You can also use the "hide behind a rock" trick that the Hercules can use, but it's harder and less worthwhile.




Raijin gunship

If you can't aim without an omni, get this. It's a fast gunship that starts with a turret. In the original release, this gun was terrible. Now it's pretty decent! Now the gimmick on this ship is a double-edged sword. Any weapon made by the Asia-Pacific Directorate (APD) will be installed onto an external weapon slot, giving it a very wide swivel. In practice, it's half an omni slot. This is great for new players. But be aware that external devices are very fragile: if your shield goes down then you need to keep the side of the ship with the gun (just look where the shots are fired from to find it) away from incoming fire: if a shot hits the right place it has a chance to damage your gun. This is very, very bad for you.

The only other problem this ship has is that its starting gear combines to have quite a high power drain....so you can run out of fuel relatively easily on a stock reactor. This can be solved by buying fuel early on, and prioritising a reactor upgrade. It used to be worse, but early-game reactors gota buff some time ago that improved their fuel economy.

Tips for starting out: Buy fuel! This ship slurps fuel like nothing when you're firing the Otoroshi. Get a reactor upgrade fairly early so you don't have to watch your fuel gauge quite so carefully. Exploit that swivel for all it's worth, and upgrade your shield to prevent swarms knocking your gun out. Like the herc, hiding behind a rock is an inglorious but pragmatically effective tactic sometimes.
Tips for Kibo (And Eternity Port in general)
General Tips for Kibo

1. Kibo is fairly tough, so be careful.

2. Don't take a mission at Shipyard Kibo right away. Not gonna spoil it, but the scripting for the mission can make it a little tough at times if you're not ready. It's annoying to die in it as well.

3. Shipyard Kibo, as one of the major shipyards in human space.....does not sell ships. But they do manufacture armor at their armor nanoforge. For all three ships, I'd advise getting nanoforged titanium or plasteel armor ASAP. Try to get it damaged a lot, then dock with the shipyard and check out the forge every so often. Eventually you'll unlock more armor options (there are 2 sets of unlocks).

4. Keep in mind that Eternity Port is still a little threadbare in places. You may find bugs or bits of broken content. Report the bugs, and try to work around the breaks. Fixes are in the pipeline, they just take some time to arrive.

5. You don't have Domina powers in Eternity Port....but you do have CDM shard abilities. Remember that, and remember that this actually makes you more powerful.

6. If you're hit by a neuroplague pod, find a ship with a dockyard and dock at it, then go to the armor screen to remove the pod. Otherwise you'll survive the first pod, but die to any others. You can prevent this by carrying certain medical supply items. An autodoc is the best, as it will always save you from the pod currently in the game (there are two others in the XML that are more dangerous, but they aren't in the game itself yet). There's more detail on neuroplague in one of my other guides.

7. You've got some branches in the stargate network that don't have your main quests.....but that doesn't mean you can't go there. Some areas are sealed off for gameplay reasons though.

8. You can only do missions with the European Directorate OR the Asia-Pacific Diarchy at higher levels. Both give different gear and have different missions. The choice is yours. The UAS and NAU will not lock you out for taking one of these paths, however.

9. EP missions are a bit passive-aggressive in terms of how they're offered. If the faction you're in isn't offering missions, you may need to backtrack and fidn the right ship or station. It's annoying, but until it's patched that's how you have to do it I'm afraid.

10. Eternity Port doesn't really have an end yet, as it's a continuing campaign. If you really want to end it, go back to Eternity Port after you've finished the main campaign.

11: Fear the Dreaming Horde: In current versions they're exceptionally overpowered and *will* wipe entire systems of friendly stations and NPCs given enough time and an unfortunate set of spawnpoints and wander routes. You won't see them until the lategame, and even in endgame gear...they're dangerous to the player. Small, tough, hard-hitting swam enemies that don't really have any weaknesses.


Ok, this bit's important: A note on Sirius B

Sirius B is the smaller of two stars in the Sirius system. It's a white dwarf, and it's the only star with simulated gravity. Hitting the star will kill you. Don't sit AFK near it, don't fly right at it, don't get too close. But do lure enemies and freighters into it, because it's really funny (albiet inefficient because you get no loot).

This is the source of my favourite unresolved ticket on the issue tracker, "EMPing ships so they fall into the sun should count as a kill for the purposes of law enforcement", which has been awaiting any ideas as to how to fix it for the last seven year or so as of early 2022.
CDM Powers (Eternity Port)
In Eternity Port, you're not a pilgrim and you cannot access the powers of Domina. Don't worry though! You've got your own powers and in the right hands....they're a lot more powerful. However, things work a bit differently now.

Getting powers

To get more powers, you need to upgrade the CDM shard that's been built into your ship. Invoke the shard through the use menu (U), and have a chat. Then you might be able to offer things to it.

The offerable items are any ROM or quantum cube....but these items only work once. For a repeatable boost, you can offer the shard a Quantum CPU. It will take it and install it, giving a nice alrge boost. However, these units are expensive, and you can't use them on your own ship if you've given it to the Shard. Certain items also let the shard learn more about humanity. The most efficient way is to offer CPUs first, then the ROMs...but you can unlock all 5 powers regardless of how you do it.

Cooldowns for CDM powers are not paired, so using one power will not affect the others.

Using a power on another ship rolls your cyberattack level against theirs. If it's too high, you can't hack them at all. If it's within the level band, you'll have a percentage chance to succeed. If your level is far higher, you'll always hack them. There are ships and stations that cannot be hacked at all.

CDM Shard powers, in the order you get them

1. Disarm. Easily the best power you have. EASILY. Has a rapid cooldown after every use (about 60 seconds) and will stop all enemies in the area from firing their guns for an extended period of time. Use that time to kill them, or to use an overload hack. Also affects stations, so it's great for tough targets with lots of guns and defenders.

2. Identify. Not all that useful, but can be handy. It's basically an engineering analyser with no charge mechanic. Doesn't always work, but can be good for identifying stuff at a pinch.

3. Overload. This one's a bit challenging to use. Select a hostile ship as a target (T to cycle). Then invoke this power. The shard will attempt to hack the ship and blow it up with a reactor overload. This takes time, and requires you to stay close. This makes this a good secondary power: when engaging a convoy of more than one heavy ship (with escorts), use Disarm or Paralyse to disable the ships, attack one large target yourself, and use Overload to kill a second.

4. Paralyse. Does the same thing as an EMP weapon, only it does it to all hostiles in the area for quite a while. Not as useful as disarm because EMP'd ships spin, making it hard to target a single armor segment. Good for making things fall into Sirius B's gravity well though.

5. Jettison. Only works on stations. Target the station, then invoke it. You can see what's in the station and then can tell the Shard AI to force the station to eject one stack of items from its inventory. This is a great way to get free weapons. Possibly only works once per station. Has a very long cooldown, and in future versions this will likely annoy the hell out of your allies if you do it to them. But for now, steal away! Be aware though that you can only steal from inventory: you can't steal a gun that's installed, and thus can't disarm an enemy station while it's shooting at you.
(Xuanwu-700's are always a good thing to steal)
Damage Types
Transcendence uses a tiered damage system. As you go through the game older damage types will become less effective (and eventually useless), and new types will appear. In addition, armors and shields have modifiers to their resistance to specific damage types.

The main damage types in the game thus far, in the order that they appear, are Laser, Kinetic, Particle, Blast, Ion, Thermo, Positron, Plasma, and Antimatter. There are other types, but they're not worth bothering with. You can press F1 to see the full list, but here's a screenshot for reference.



These can be grouped into the "energy" weapons and "matter" weapons. Matter weapons (kinetic, blast, thermo, plasma) tend to do more damage per shot than energy, but have slower shots that can be destroyed by point defense or incoming fire. They also tend to fire a bit slower.

Try to go for a good damage type when buying a weapon and good resistance stats on armor and shields....but don't get carried away. The other stats are also very important. If you keep upgrading over time, you usually won't need to worry about it. But if an enemy is heavily resisting your gun...it's probably because it's too weak to get around their resistance stats.
Shipbrokers and purchasable ships
One of the great advancements since I first wrote this guide has been the introduction of Shipbrokers to specific stations. With these, your starting ship no longer has to be what you carry through the game. This doesn't mean that shipbroker ships will always be better than what you have, so check things before you buy. All starting ships remain fully capable of completing the game, whether in base SOTP, SOTP+CC, or Eternity Port.

Both Corporate Command and the base Stars of the Pilgrim adventure have various ships you can purchase. I'm not going to do full profiles on them in this version of the Guide, mostly because it's quite tricky to get all the required screenshots, but I'll give you the basics:

Shipbrokers appear mostly on major stations: All commonwealth dry docks have them, all corporate shipyards have them, black market shipyards have them, and major commonwealth stations can have them.

Notably, Ringer shipyards do not have them, because we currently don't have any ships for them to sell. This will at some point change.

The inventory of a shipbroker is static, and is set randomly when you first enter the screen. It is based on levels, with ships and their equipment being averaged out to determine where they appear (though mod developers can override this). Different ships can appear in different types of shipyard based on their tags.

When you buy a ship,you get shown a comparison, and the value of your own ship is deducted from the price of the new one. Anything in your cargo hold will be carried across (thus you may have to drop items to buy a ship that's smaller than your current one), but devices that you've installed will not, so remove anything you want to take with you first.

There are several mods that expand the shipbroker system, but there's a decent selection to begin with. Some ships are the same hulls as the starting ships, but with better equipment. I'm generally not a fan of these, the setups are a bit weird to be honest. However, there's also some hulls you cannot start with that will be of interest to most players...

Notable Shipbroker Vessels

This is not an exhaustive list, I will have missed a bunch:

  • EI200-class freighter: a straight upgrade on the EI500, many slots, excellent capacity, never run out of space again. Not that badly priced either.
  • Molotok/A and /B: Black market gunships, extremely powerful in the mid to late game.
  • T31-class transport: urrrrgh. It's fine I guess. Nothing special. (I did these better in Elemental Shift)
  • Centurion-class gunship: the Block II centurion is extremely nice to fly, and a solid choice for mid to lategame gunship pilots.
  • Centurion/X-class gunship: A straight upgrade on the Centurion. Excellent lategame gunship.

  • Various Wolfen-class gunships: Mostly 'eh', but may be worth it if you're struggling to find good equipment.
  • Various Sapphire-class yachts: Mostly 'eh', but may be worth it if you're struggling to find good equipment.
  • Various EI500-class freighters: Mostly 'eh', but may be worth it if you're struggling to find good equipment.

Okay, now the big two for an SOTP+CC game:

Helgoland and Minotaur

There are two (technically three) ships that are common upgrades for players because, frankly, they're a bit too powerful for their own good. There are the Minotaur (and the improved Minotaur/M), and the Helgoland. Let's look at them in a bit more detail:

Helgoland

This Rasiermesser freighter is a competitor to the EI200, but beinga Rasiermesser ship, it has some differences. Helgoland is relatively fast, but has poor acceleration and turning performance. It has fairly light armor limits. Most importantly though, it gains a +Omni enhancement on any single point origin, non-sidemounted Rasiermesser primary weapon.

To explain more effectively: A single-point-origin weapon is any weapon where the shots do not appear from multiple points. So anything that's not a dual weapon, for the most part. There are no side-mounted Rasiermesser weapons in the core game, but there's a prohibition on them for mod compatibility. Finally, launchers do not gain the improvement.

These are fairly strict limitations. But within them, the Helgoland is extremely powerful, able to make all the Rasiermesser energy weapons and most matter weapons into omni weapons with no additional power consumption. This makes the Helgoland an early to mid-game powerhouse, and can even last well into the endgame (an omni Ion9 is pretty nice indeed). The downside is that it's fragile, and also quite expensive.

...it's also a ship I personally designed that George then put into the game (with permission) with my design basically unchanged, so I'm both very proud of it and also a little bit apologetic that the balance isn't quite right.

You need to be running the Corporate Command expansion in your game to find and purchase the Helgoland.

Minotaur and Minotaur/M

Hoooboy. Minotaur and its militarised cousin the /M are probably the most overpowered stock ships out there. They're both corvettes, able to mount very heavy armor and carry a lot of devices. They're...reasonably agile....considering they're quite heavy.

Where they become broken is that they have a linked-fire device slot that can accept any omnidirectional weapon. Linked-fire is a simple but rare mechanic: when you fire the main gun, a linked-fire weapon will fire with it. Side-mounted guns use the same system. Linked-fire can be universal, or only happen when a target is within the firing arc of the linked-fire weapon. Minotaurs have the latter.

The effect of this is that when you fire the main gun (a Mark V howitzer for the base MInotaur, and a Fusionfire for the /M), the omnidirectional TeV9 on the top will fire at anything within its range, prioritising your set target.

This is, bluntly, ludicrously powerful. A well-equipped Minotaur or Minotaur/M is easily the strongest offensive option for a player without mods. They are extremely expensive, require significant investment to set up, can be awkward to fly, and require military rank. But may players gravitate towards them in the endgame, and I don't really blame them.

Minotaur and Minotaur/M are available without using Corporate Command (though why you'd disable it in an SOTP game I'm not sure).

Eternity Port?

You've probably noticed I haven't listed any Eternity Port shipbroker vessels or really talked about the Near Stars shipbroker options at all. This isn't because they don't exist: I just don't play EP enough to remember them (I'm writing this chapter at 7:20 in the morning before I go eat breakfast). These are mostly factional ships, and also upgrades to the starters.

Closing tips on shipbrokers

  • Always check shipbrokers
  • Always compare with your current ship
  • Remember: Cargo comes with you, installed devices and armor does not
  • You can buy back a ship that you've sold

    ...and for modded runs:

  • If you are running a mod, check that the ship you are buying has a reactor (if it doesn't it will display as 0MW on the UI). This is a common mistake that mod authors (including experienced ones like myself) make, and it traps the player in their new ship, undocked, unable to move or do anything until they have a life support failure. It's hilarious, frankly, but also something we don't really want. Let the mod author know if you see this.
  • If you're running a mod and find that you cannot buy or [sell] specific ships (the options are greyed out), contact the mod author: this is usually caused by outdated code (baHumanTechShip being missing if you really want to know) and is easy to fix.
Key Commands and alternate key bindings
Usually you'll be flying with the mouse and using the keyboard as little as possible. But that's still a lot, and on laptops you may want to fly using the keyboard commands only. You can do that! This game didn't have mouse support for the first ..10 or 15 years it was out. Press F1 at any time ingame to bring up the key commands. Here's a reference screenshot of the default bindings:



Note: SInce this screenshot was taken (many years ago), the 'autopilot' function has been renamed to more accurately reflect what it does. It is now labelled 'accelerate time', and functions exactly the same as it always did.

In addition, you can steer and thrust forward with the J, K, and L keys. The back arrow slows you down. Many people have trouble with the default fire key being Control. Fortunately, the spacebar also fires your main gun by default.

You can change the keybindings in the game, though this sometimes has problems. If you have any issues, you can also set bindings from the settings.xml file in the game directory. Right click on the game in your library, open the properties menu, navigate to 'local files' and click 'Browse local files'. Then open the XML in notepad (NOT a word processor) and edit the keybindings as you see fit.

Community and Resources
Transcendence has a thriving community, and we're always looking for more people. The Official Transcendence Forum[forums.kronosaur.com] is the place to find most of us, and there's a lot of guides and resources there. Some of them are even up to date!

There's also an IRC channel on Freenode. The Channel is #Transcendence and you can find a web portal here[webchat.freenode.net]. Enter a nickname and the channel, and say hello. Keep in mind that this is an international group, so it's not always active. Be polite and stay nice.

Every so often, George Moromisato (the developer) answers questions in the IRC channel. This is usually well announced beforehand. These are always great fun, so keep an eye out for IRC Day announcements.


George also live-streams the game once a week at 16:00 PDT on Thursdays. The Kronosaur Productions twitch channel can be found Here[www.twitch.tv]. It's worth noting that before we got him to do this he hadn't been able to play the game for about a decade because of all the developing and testing he'd been doing, so he's both very knowledgeable about how the game works....and a newbie at actually playing it. As a result, it's great fun and I heartily recommend it for people wanting to chat with the developer.

Finally for resources there's also the community-run Transcendence Wiki[wiki.kronosaur.com]. It's hard to navigate and a bit ugly, but there is a lot of information there. Some of it's out of date, but we have community members constantly working on that. If you'd like to help, drop by the forums or IRC! Likewise if you're not sure if an old wiki article still applies, just ask in IRC and we'll see if we can help.


I hope you've gotten something useful out of this guide. I'll be writing more later to update this guide and possibly add another guide in due course. Do let me know how useful this is, say if there's a mistake or something you'd like covered a bit more in this or other guides, and above all else, enjoy the game! I'm going to finish this guide off with an adaptation of a much older guide I did. Eventually I'll be rewriting the content into a more comprehensive guide, but for now I believe the old material is enough to give you a few hints at least. Fly safe!

-Urist McShrike
Final Advice 1-5
You've now chosen your ship and your campaign. You've looked at the key commands (F1) and maybe done a tutorial mission chain to get you ready. You're now ready to set off into the void of space and head for the Galactic Core (....unless you're playing Eternity Port). Here's a few things to take with you before you go that didn't really fit in up there in the rest of the guide. This is adapted from an older guide I wrote in 2012, and will eventually be replaced/updated into a slightly better format.

1: You will die. A lot.

You may even abandon the first savegame because it happens too often. Don't worry: just load the savegame again and you'll continue onwards. Your score gets cut and you lose the permadeath conduct....but that's about it. If you hate that, you can buy insurance ingame (it's expensive, so don't get it unless you're actually after permadeath conduct). Now, if you died because you were particularly naughty to someone.....death does not reset that. So don't dock at the place that executed or imprisoned you, because it will happen again. If you're at that stage as a new player, it's generally best to restart the game: playing as an 'outlaw' isn't all that viable even for the best players.

2: Red things shoot at you, green things mostly do not. Attempt to keep it that way.

As a general rule, apart from a few instances, things shown in green on enhanced visual displays and/or the top-right scanner won't be attacking you. The exceptions are if you shoot at them: Stations will attack you if you destroy a ship docked at them (or protecting them), and some entire factions will shoot at you (or worse, instakill you on docking at their stations) if you break their stuff. There are cases when you'll have to attack friendlies to do missions though....you'll know them when you find them. Just remember that a good deed doesn't go unrewarded.....nor a bad one unpunished. In theory. You *can* exploit the justice system with practice, but don't try that until you know what you're doing. At least wait until you don't need to deal with them ever again before brutally slaughtering them, you monster.

3. This game doesn't have polygons, so learn the facings system

The graphics in this game are sprite-based. So every ship has a number of 'facings': the number of sprite variants there are, AKA: what directions it can point in. In modern versions, pretty much everything has 120 facings.Older content may have 40 or 20 depending on when it was made. These dictate how many directions the ship can face, hence, "facings". In older versions, playerships tended to have more facings than NPCs...but that's gone now, so you can't exploit it. Because you're not able to point most weapons outside the 120 directions you can point at, it can be a little infuriating to learn. Be patient, and time your shots to land where the enemy ship will be, not where it is. In Stars of the Pilgrim I'd advise using the Sapphire for learning....the Wolfen has some restrictions on equipment that can cause issues and the EI500 is basically a flying whale.

4. Omnidirectional weapons are easy. Other weapons kill faster...if you can hit with them.

If you have trouble with aiming, use an omni weapon (the EI500, Constellation and Raijin all start with one) and combine it with a targeting ROM and some enhancements as soon as you can. You'll never miss with one (Ok, that's not true. You will, but at closer ranges you'll hit nearly all the time), although they're harder to find, and never have as much potential for damage as a non-omni of the same level. Apart from the Ares Lightning Turret, but that's not a particularly easy gun to use. It's best to learn to aim "normal" weapons though, as they've got more options and more firepower. Even if they are a little hit-and-miss.

Tracking weapons, including missiles, also have this trade-off. If it's easy to hit with it, it usually does less damage. The exception is the Smartcannon, until it gets nerfed.

5. While it looks cooler, you don't have to see it to kill it.

In fact, long-range sniping is a very useful tool for taking on hard enemies (pirate strongholds/fortresses, shipyards, citidels, anything huge with lots of guards) that don't move fast (or at all). Learn the maximum ranges of your weapons (For example, a KM100 missile has a range of 95ls, the KM500 has a range of about 90ls, and all laser weapons have a range of 60ls), and learn this important fact: NPCs don't use their weapons at maximum range. You can almost always out-range an enemy, with the exception of the Xenophobes (which will be fun to learn about when you find them)....and the longer you have to shoot at them before they shoot back, the easier it'll be to kill them before they can do anything to you. Vital tools for sniping are the Targeting ROM, which allows for a precise line-up, and the Visual Display Enhancement ROM, which provides a backup, and a greatly improved ability to be tactically aware. Howitzers or a lancer cannon don't hurt either.

Final Advice 6-8
6. You bought your armor because it blocks damage. Use it...carefully.

In 1.9, the bulk of your hitpoints are usually in your armor, not your shield. So even if you lose your shield, you CAN fight on. Just be careful, and know what your armor is doing. And NEVER leave it until you see "Hull Breach Imminent!" before retreating. Domina powers may save you this time (To learn about the powers available, see the Domina Powers section further up in the guide), but it's bad form, and it will get you killed eventually. You have to keep what armor/shield combination you have in mind though. If you're running a nice Nephren P25...but have Light Plasteel on all four segments, then DO NOT LET YOUR SHIELD FAIL. Generally speaking, you want to go for the highest level of armor you can, then look at hitpoints and resistance statistics. There's an invisible 'damage curve' that adjusts damage by level...so higher levels have significant boosts over lower ones that aren't immediately visible.

....and don't blow up a big ship or station when you're right next to it.

7.Your armor is in segments, as is your enemies. But they're allowed to cheat.

Anything larger than the smallest fighter or light gunship will have at least 2 segments. Some capital ships have over 30. You need to get one of them to 0% condition to kill them. Sounds simple? Not quite. Large ships (from V1.5 onwards) have "Structural hitpoints", replacing the old "non-critical" system. This means that these ships have internal compartments modeled by the game. To kill a ship with compartments, you have to destroy the armor and then kill the compartment underneath it. There's no skillful way around this like there was with the old non-critical system: just keep shooting and eventually the target will die, hopefully before you do. The best weapons for killing internal compartments are those with 'WMD' ratings. These weapons do a proportion of their damage to hardened targets (like internal compartments and larger stations), rather than just 1HP per shot. The WMD indicator on a weapon reads from 1-10 (although there's actually only 7 options, not including '0'), and shows the percentage of damage imparted to structural compartments, divided by ten. So a 'WMD3' weapon will do 30% of its damage roll to a compartment.

Non -destructive weapons with a high rate of fire (or the "passthrough" attribute) or a spray of shots or particles will also do more damage against compartments, as while they'll still only do a single point of damage per hit, they will hit far more often.

There is one other thing to be aware of with compartments. The new system models the position of devices throughout the enemy ship. Every time you damage a compartment, there is a chance that a device in that compartment will take damage. Usually this is noticable as the ships drive shutting down when you shoot the back of the ship, or a weapon malfunctioning. This can be a very useful way to knock out the firepower of a dangerous target while you whittle down the internal HP. Unfortunately, that weapon is damaged forever, so you won't be able to use it if you loot it, unless you can repair it.


8. Barrels are like a box of chocolates. You never know when they'll be filled with radioactive waste.

Transcendence has a lot of usable items. To use them, press the U key, then navigate the menu and select the right thing. You have armor pastes (in barrels), weapon upgrade (unique items), software upgrades (ROMS or optical cubes), and a few other things here and there that I won't spoil for you.These are like the potions and scrolls of NetHack, or other roguelikes: You don't know what they are at first, and they have differing levels of usefulness. Most are good, some are technically good, but are bad because the enhancement they give isn't that good, and others will actively try to kill you. This is more a thing with barrels than with other items. Heck, quite a few helpful things have little exceptions that'll try to kill you. But the big one is radioactive waste. It's a level 1 unidentified barrel (just like a few very useful things) until you use it, can be found in sapiens stations and occaisionally just lying around, but CANNOT be bought and sold at stations....once identified. Applying it to your armor is a bad idea, so only test barrels when you're near a station that does decontamination (and have 500 credits or so spare). Commonwealth bases are a good bet, tinkers are even better, especially if you don't have armor coatings. I won't give away much more about barrels, since half the fun of the game is finding all the types of unknown items. Just don't throw radioactive waste into the teraton fabricator. It won't appreciate it, trust me.

Now the other very important type of usable item you'll find are ROMs. These glorified floppy-discs are single-shot upgrades to a specific system. That single use will be exhausted even if the enhancement isn't applied, so be careful. Some are useless, some are necessary, and two of them are actually harmful (although only one of these is serious). Some of them can also give you money, map out stations, or grant you access to restricted areas and technology. These are also unknown when you start out, but using them isn't generally a major risk. Unless you find a defective weapon enhancement ROM. Then you might be in trouble. Never use unidentified ROMs in combat. The harmful ones can and will cause trouble if they crop up at a tough time. Later on you get optical cubes, which require you to have a quantum CPU installed in order to use them. They're basically the same general idea, but they mostly only affect shields. Most are good, but one is a bad one.

Now you might be thinking 'How can I identify these things without the risk of hurting myself?'. And there is a way! Two in fact: Firstly, very rarely you'll find (or see in a shop) an analyser device. These little gizmos will identify items up to a certain level (unless they fail). However they're expensive, and have a limited number of charges.

The second,more pragmatic way is to just buy everything from shops: shops usually identify all the items they sell, and for some types of item buying an identified item will stack it with existing ones in your hold, identifying them as well.





Final Advice 9-10
9. If at first you don't succeed....change the rules of the engagement.

It's not cheating, because it's how you're supposed to do it.Try not to fight with a bad hand, and never be afraid to fight dirty.

Run away if you have to, in fact, run away as often as possible if that's what keeps you alive....but be innovative, and be nasty: Lure the enemy to a Star Carrier, or that heavily armed Ringer station you passed a minute ago. Throw autons at the trouble, or hide under a planet while your shield regenerates. Go back a system or two, get some cash, and buy better armor. Hit the enemy with an EMP, device-damaging or radiation weapon. Shoot down incoming missiles with your main gun if you're having trouble escaping a bad fight. Or invoke a literal Deus Ex Machina, and use the powers of Domina to survive, or even turn the tables on your attackers. Be careful where you use them though, as sometimes Domina's helping hand is a little rough on friendly ships and stations nearby. In some of the Official Extensions, other invokable powers are available to unlock, which have their own special uses to turn the tables on hostiles.

10. Dying is temporary, victory is forever.

If you die, resurrect and carry on. You can try a permadeath playthrough later, when you're better at the game. You really should as well, it's quite fun. Battle onwards, explore, get dissected, eaten, blown up, irradiated, frozen, executed, imprisoned, killed by your own wingman in a friendly fire incident, suffocated by your failing life-support systems, and then, eventually, make it through the end of Part I. It's well worth it, believe me, and you'll get there eventually. We all did. Just don't give up. There's a lot of content in the game, and it's well worth keeping up all through the game, so you can see it all. Join the community, think about mods (..that's something for another guide), chat on IRC, and have fun.



I hope this guide has been useful. Please comment and/or rate it, so I know what I need to change or improve, and what might be worth putting into future guides for the game on Steam.
17 Comments
Chaos Marine Nov 2, 2024 @ 2:21pm 
Can you do anything with the damaged weapons?
TheDoppler Jul 6, 2022 @ 6:06pm 
Great guide, thank you. Btw, is there a Part II or is it still in development?
Aury Mar 18, 2022 @ 1:57pm 
Hi song, just wanted to point out that final advice point #2 should be updated to reflect the HUD changes.
InimitableSong  [author] Mar 8, 2022 @ 10:58am 
Updated with various corrections and removals of old content to reflect that it's many years and several major versions later, added a basic section on shipbrokers!
InimitableSong  [author] Mar 8, 2022 @ 10:57am 
@son-goku The function was renamed to time acceleration a few versions back, but functions the same as it did then. I've added a note on the guide to reflect that and I'll try to get an updated screenshot in later.

The closest thing to an autopilot we current have is selecting a station as a target via the galactic map, then time-accelerating towards it. Though some modders do have long-term plans to try implementing a true one.
son-goku Mar 6, 2022 @ 2:18am 
Is there an autopilot in 1.9? The A button accelerates time in that version
lexgeo May 9, 2020 @ 8:52pm 
i should really gave read this before jumping in, lol
CaptainCommando Jan 21, 2020 @ 3:18am 
what about a money guide cuz I cant seem to find any ways of getting money ive even installed mods to make my ship immune to any damage and 1 shot weapons but from just quests alone and semi repeating the escort missions that don't last forever I don't get over 100-150k cash and I cant seem to find any other way of grinding money
InimitableSong  [author] Feb 6, 2017 @ 3:53pm 
Updated a bit for version 1.7
Srdjan Sep 17, 2016 @ 3:12am 
Thanks for the guide.