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Smugglers 5
jester101  [Fejlesztő] 2012. okt. 5. @ de. 2:47
Complete list of changes and new features
Since Smugglers 4 we´ve added many new features and tweaks. Below you find a list of all changes made.

Update to Smugglers 4 V. 1.5:

This update was never released, but still is the backbone of the Smugglers 5 development.

• Reinforcements firepower has been modified: Player reinforcements get more firepower if player has "Combat patrol" or "Deep space patrol" abilities. Enemy reinforcements are stronger if enemy ship is a trading vessel or the combat takes place in the enemies capital or region capital. (Completed)
• Reinforcement info changed on ship combat screen (Completed)
• Additional popup info added when getting a reward for destroying a ship from the radar (Completed)
• You can not find enemy traders within the borders of your own faction (except if it´s in a war zone). This is supposed to make pirating more difficult, because you now have to cross borders or risk attacking your "home" faction. (Completed)
• There is now a warning message if your tractor beam has timed out so you can re-activate it before the enemy escapes. (Completed)
• Text display of approaching reinforcements changed. Some text changes concerning reinforcements. (Completed)
• Beta test version of the new ship combat log included (Completed)
• In the options menu you can set that the game shall adjust your screen resolution for "fullscreen" mode (Completed)
• Description of skill "manouvers" is changed (Completed)
• Skill "Discipline" and "Target lock" change position in the skill tree.
• Mercenaries now have the ability "Target lock" at the beginning of the game instead of "Discipline".
• Skill "Focus beam" and "Focus beam II" now requires an active "Target lock" ability to work.
• Skill "Focus beam" and "Focus beam II" now require one additional action point (AP). The total AP needed now is 3 (plus the AP always needed to fire your weapon). For most guns this will make it not possible to use "Target lock" and "Focus beam" in the same turn.
• Game difficulty in general increased (Completed)
• Game difficulty increased for "Veteran" mode, which can be turned on in the options menu (Completed)
• A glitch on the galaxy screen related to the "New Germany" system tag has been fixed (Completed)
• Fix for graphical artefacts on Syndicate and Federation Starwolf pictures (Completed)
• Fix for wrong governor picture displayed on planets from Outer Rim, Syndicate, Coalition (Completed)
• Fix for reinforcements not always making damage (Completed)
• Closing the mission selection screen does not automatically execute a mission event if player has landed on planet (Completed)
• Galaxy map trading screen freely moveable (Completed)
• Info screens on travel and galaxy screen freely moveable (Completed)
• In the fleet battle mode the strengths of your and the enemy forces are determined by the current campaign, e.g. if your forces have almost lost,
• you will only start with a very tiny battlegroup. (Completed)
• End-game content completely checked, rebalanced and revised. (Completed)
• If invasion fails after having lost fleet battle, the "Danger! Invasion!" sign is removed from travel screen (Completed)
• Critical hit damage in fleet battles has been reduced
• Bug fixed with highlighting buttons on trade and info popup screens (Completed)
• Self-damage each turn for "Double speed" ship ability has been DEcreased.
• Glitch fixed with the "Wormhole to Carse" text being cut off by the invasion info button (Completed)
• Glitch fixed with the display of text on the TV screen being cut off by the border
• Bug fixed where the use of the built-in dual turbo lasers on the Avenger fighter resulted in a glitch where there was displayed the wrong damage amount for all guns.
• A graphic glitch on the personal status screen has been fixed.
• Bug where you got a report for duty mission to a battle that is not happenning (not fixed yet)
• Bug where you still encounter Shadowcat corvettes although your ship is much too big. (not fixed yet)
• Bug where the ZEUS EMP missile (Battleship class) has a negative or weird price number?? (not fixed yet)
• Glitches on graphical display of the galaxy map have been fixed.
• Bug where the dummy missiles took two times as long to reload as normal (originally they should have been two times faster).
• Bug fixed where the enemy didn´t received the AP bonus from the double-speed skill.
• Exploit fixed where you could sell illegal goods at a planet and immediately re-buy and sell them for getting XP.
• Bug fixed where you could still trade when flagged criminal as long as your trade panel is open.
• Bug fixed where the trade prices weren´t always correctly influenced by news.
• Bug fixed where the equipment prices were not calculated correctly
• Bug fixed where Python missile disappeared
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jester101  [Fejlesztő] 2012. okt. 5. @ de. 2:47 
• For replayability the text engine has been greatly expanded and the amount of different mission texts, war declarations etc. have at least been doubled and sometimes there are ten times as many new texts!
• 4 new hero character pictures
• Female uniforms
• 3 new sound effects for hostile encounters
• New skill selection screen with more infos about skills
• Each profession now has their own unique skills and skill trees
• New unique skills & abilities
• Re-design of skill acquiring: You now get a new skill for every promotion you receive.
• Each skill now displays a unique historical or game related quote.
• Complete re-designed ship equipment with exciting new capabilities (a lot less fiddling than in Smugglers 4)
• Each ship gun now has their own sound effects (in design)
• Each faction now has their very own rank titles (like Coalition has German navy rank titles and the Syndicate those of the Japanese navy in 2nd World War)
• Revision and rewriting of the planet and system descriptions including corrections of a couple of mistakes.
• Mission popup screen now freely moveable for easier handling.
• Much more detailed ship status screen displaying you all the statistics you ever wanted to get
• Background planet stories influence pricing up to two systems away.
• Guns and turrets in the game have been rebalanced. To encourage upgrade of guns, any negative effect have been removed. Each weapon now only has a positive side effect.
• Gun special effect message have been removed (not the special effects). This is to avoid interrupting the combat every time the effect happens. Effect is still in combat log.
• Added a new gun: Long-range laser. It features long-range capabilities, which are important for the new combat special event "Long-range combat".
• The Federation Avenger fighter has got a new scene picture.
• One new torpedo and one new missile have been added to the game.
• Missiles and torpedos now have different impact times depending on type.
• Missile stats rebalanced.
• Rebalancing and redesign of ships special abilities to make them a lot more useful. Most of them can be used like normal abilities, but have a 2 AP cost, a duration of 3 turns and a recharge time of 6 turns. They are powerful, but due to recharge time cannot be used all the time.
• Many skills have been changed, but for example the old "overload gun" skill is now called "scattergun", has a higher hit chance AND the chance to intercept enemy missiles.
• New ships: Dart and Thug added.
• Your characters age is now displayed on the personal screen. If you get older, your character will look older. By 70 years your hit accuracy and navigation skills (travel speed) decline. There is a cheat to turn aging off - if you really don´t like this feature.
• Illegal good pricing changed making it profitable to smuggle between the borders. The closer to a capital, the more expensive illegal goods are. Syndicate systems now have even cheaper illegal goods.
• Flee chance has been increased.
• Chance of encountering hostile ships has been slightly decreased.
• Encountered patrol ships when being detected smuggling contraband is now weaker (= beatable).
• Chance of being detected shipping illegal goods has been slightly reduced.
• Very low chance of contraband being detected while travelling (especially high in capital systems, jumppoints and battled systems). Speed now matters too when smuggling (the faster you travel, the less likely you are detected).
• Influence of news on goods prices dramatically increased.
• Skill selection - Close button blocked until selection is made.
• Chance of random encounters reduced (traders can use special skills to reduce it even more).
• Chance of random encounters low in capital systems [because they are much better protected]. Chance increased in agricultural and mining systems.
• The combination of different crew members (officers, crewmen, pirates etc.) now not only influences crew vs. crew combat, but navigational speed and ship vs. ship abilities.
• You can now join a different (or if you´re independend your first) faction by visiting a foreign governor.
• The value of used equipment has been increased to 50% (former 25%). This is supposed to make upgrading more attractive.
• Trading legal goods now gives some experience reward.
• Experience reward for trading illegal goods has been increased.
• You can now browse through the trade window using the up and down arrow key on your keyboard (more comfortable comparing of prices).
• Promotions of independents should be not ribbons, but cash rewards (?).
• You can build hidden outposts on asteroids as a hidden storage for trading goods.
• Chance of finding secret data spawns when having spy equipment and the "spy" or "traitor" skill is increased. With traitor skill the maximum amount of possible data found is doubled. Overall amount of data found increased a lot to make this skills more worthwhile. Price for spy equipment has been reduced.
• The effect of the equipment upgrade "Command HQ" on the war effort has been tripled.
• Governor seats are only at the local capitals of a system.
• Tractor beam abilities wear off after 3 and not 4 turns. This increases the incentive for a trader to prolong the fight in order to flee while the tractor beam is turned off.
• Equipment and ship prices for fighters and corvettes have been reduced a lot to make it more interesting to upgrade equipment in early gameplay AND to shorten the first game phase where you have no jump engines.
• Equipment prices for all ships have been reduced a lot.
• Missile dummies now only require one action point making this more useful as a diversion device.
• Now the enemy ships have different experience levels, skills and equipment making them more versatile and forcing the player to adapt his playing style.
• The cargo space of the Shadowcat ship class has been increased to 100 units.
• Missile impact time has been reduced by one turn. This makes missiles more deadly. Do not ignore them!
• You can now leave your faction by swearing allegiance to a different one.
• If a system is cut off from other friendly systems, the prices sky rocket.
• Criminal flags are now faction dependend; this means instead of hiding until your flag wears off, you can cross borders and follow your sinister plans in a different region. That is if you can escape the border police!
• Fleet officers and bounty hunter professions now encounter more experienced enemy pilots requiring them to use their superior skills more carefully.
• Missiles now have another stat: Impact time. For some missiles like the X-ASM you just have one turn to disarm (ECM) them.
• When you are EMPed you are not anymore asked if you really want to end the turn without using up all AP (because you cannot use them).
• Early game has been rebalanced and shortened to reduce the time you need to leave your first star system.
• Each profession starts off with 6 abilities now (Traders, smugglers and pirates get more combat skills to spice up the early game combats. To balance that fleet officers and bounty hunters start with additional travel abilities.)
• You can now found an manage your own companies in the game. There are agricultural farms, mining operations or industry available in different upgrades. You can now grow your own wine in Smugglers 5!
• You can now buy and manage your own pirate outpost. Influence the game world by encouraging smuggling, piracy or blackmailing. You can also use your pirate friends to suppress invading enemy forces.
• Get married to a governor daughter (or if you´re female to the governor himself)!
• If you´re married you can now visit your family and get children.
• It´s possible to change factions at a foreign governor by talking to him.
• If your popularity is high enough, you can now persuade a governor to commit treason and join a different faction or start a new faction under your command.
• In your own pirate faction every system you control will set up a militia fleet. You can upgrade and then deploy those fleets and start invasions of enemy systems.
• In systems under your control you may manage the infrastructure, production and defense of a system as well as the tax rate.
• The better the infrastructure the higher the loyalty of the systems will be to you.
• A good infrastructure promotes the increase of the population and the loyalty to you.
• A high population increases tax income and makes it possible to upgrade a system to a higher production level (e.g. agricultural -> industrial).
• A high production output increases the stock of the planets in the system.
• You decide about the diplomatic relationships of your own faction to other factions and can make peace, declare war or form an alliance.
• As a fleet trader and fleet officer you are older, but start off with a larger ship with jump engines to leave the first star system (a corvette).
• Another new ship added: The "Ikazuchi", which is a Syndicate exclusive stealth corvette.
• In-game cheats adapted to the new game systems
• You can now try to hunt down and plunder the treasure fleet, which is wandering through the galaxy.
• It is now possible to have more than 8 active combat skills. Player can now switch to a second page of skill listings.
• Freely moveable skill icons on the combat screen. Make up your own skill bars. [This is excluded from the blind compatibility mode, because it is believed that this would complicate matters for blind people]
• Boarding and capturing the cargo bay of an enemy ship gives you now two times as much cargo than if you just destroyed the ship and picked up the remains.
• The newly added nuclear mine kills enemy crewmen (making it easier to board the ship later)
• If you have captured a ship, it´s severely damaged so you first need to tow it to a friendly star port in order to sell it or repair & keep it.
• You now only get the silver medal if you destroy a ship with a higher ship class than yours AND there is no special event (because some special events make it actually easier to destroy the enemy).
• There is a new sound effect when a ship is immobilized (e.g. by EMP hit).
• Added a new pirate spacefighter called "Black widow", which features a powerful machine gun like turbo laser. Pirate players will start
• with this spaceship.
• Added a new pirate missile corvette called "Orca", which has only (but very powerful) AECM missiles and a large crew. It´s the new starting ship for Syndicate pirate players.
• Added a new transport corvette for the Coalition called "Merchantmen". It´s the new starting ship for Coalition fleet traders.
• Added a new Federation cruiser called "Avalanche", which has exchanged missiles against extra large energy cannons and a higher speed and manouverability.
• Additional sound effects added for EMP strikes, EMP miss and ECM hit.
• If you don´t have the skill "Syndicate" (then you know the locations of all pirate hideouts from the beginning) and you get criminal flagged for the first time, you get to know ONE pirate hideout automatically
• in order to give you the chance to sit it out.
• With the skill "plundering" you can now raid enemy planets for riches and to influence an ongoing invasion. Owning a pirate hideout in this system will give you reinforcements.
• The game now limits the number of similiar missions available at the same time to allow more diversity.
• Invasion missions are canceled if invasion ends
• Age restrictions have been rebalanced, but you can now prolong your life with age drugs. I strongly believe in this feature to be an important restriction to promote a more strategic approach to the way you spend the turns in the game.
• You can buy age drugs in the bar (when your hero is 70 years or older).
• You can now get to know the location of pirate hideouts talking to people in the bar.
• You can now get to know the current location of the treasure fleet in the bar.
• More texts added to the bar screen.
• Spy sensor upgrades for the targeting systems are now available for all ship classes
• The governors of the systems part of your own empire have now three different pictures.
• You can get to know the location of hidden storages with secret data in the bar.
• Interplanetary missiles (like cruise missiles) have been added as a new ship class to the game. Destroy them within the short time left before they hit your
• battleship.
• Orbital turrets have been added to the game as a new ship class defending planets against pirate raids.
• With the skill "pirate buster" you can now raid and destroy pirate hideouts for a high reward and to influence the war (if there is currently a battle in this system).
• There are some planet stories that not only let you get to know the location of a pirate hideout, but - if it has already been destroyed - get you to know the location of a new one.
• With the skill "pirate buster" you can now raid and destroy pirate hideouts for a high reward, to influence trade prices and to influence the war
• (if you are on the side of the defending party of an invasion).
• Many new communication options added for communcations with other spaceships.
• You can now increase your chance to find a bounty mission target by communicating with other spaceships and or exchanging gossip in a local bar.
• You can now get to know the location of the treasure fleet by communicating with other spaceships.
• If you are criminal flagged in the specific system you can get to know the location of a pirate hideout by communicating with pirate vessels.
• Even more variation have been added to the kinds of fleets you command or fight against on the fleet battle screen.
• If you are lucky you can find a hidden asteroid base on the radar, whose destruction hugely influences the war.
• Prices for cruisers and battleships have been doubled. This has became necessary as the amount of money you can gather in the game has increased a lot compared to Smugglers 4.
• After plundering a planet you have to wait 360 days until it can be plundered again.
• Combat transport mission (which you get during an invasion) now only feature goods that are useful for the attackers or defenders. New: A black ops variation of the mission where you have to transport illegal stolen data.
• New Save/Load dialog included; Savegame files and general settings are saved in a Smugglers 5 folder in "MyDocuments".
• Your ships on the fleet battle screen get an advantage to reduce the times you have to really fight yourself in the end-game to the more interesting matches.
• The civil war now ends if one faction owns at least 16 of the 24 space systems.
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