Star Fleet Armada: Rogue Adventures cover
Star Fleet Armada: Rogue Adventures screenshot
Genre: Simulator, Strategy, Indie

Star Fleet Armada: Rogue Adventures

Patch Notes for patch Version 1.1.2.05

Patch if finally here!

What started out as a quick patch to fix a couple of issues turned out to be a fairly large content update. The big headliner is the ability to sort the device and bay modules with various criteria while on the edit fleet screen. Here are the details:


Fixed the bug where the players smart bomb would not go to the next turret when the previous turret was destroyed.

Added shield icons for both the enemy and the players ships when you mouse over them. This now displays a small shield icon with a timer showing how much time the shield has. This was done for the fighter squads and missile barrages too. But at this time missile barrages don’t launch with a shield like the fighter squads do. This will be part of the new Rogue Officers DLC.

Also added shields to the ships in the players and enemy’s ships list so the player could easily tell which ships still have a shield on them. It basically places a yellow outline around the current ship icon in the list.

On the fleet edit screen, we removed the Crew Hold and replaced it with Reserve Crew. This now allows the player to move crew to and from the Reserve Crew at any time. The reserve crew starts at 75 and goes up by 25 each time you upgrade the Cargo stat and maxes out at 300. Thus you no longer need to go to the ship factory to access your reserve crew.

You can now also hire crew at the Military Academy and assign them to your reserve crew. And when visiting damaged or distressed ships, or purchasing crew from a star base, these can be hired to fill your reserve crew as well.

Fixed various typos found.

On all trade screens that allow you to buy and sell resources, we added green or red arrows indicating if the resource currently has an increased or decrease in its price. These arrows show up on each item to the right of the buy and sell prices. Also added a tooltip for the arrows that show the base price, current price and any adjustments that are made.

Fixed an issue where the time bonus when losing the game was being calculated wrong. It some cases it would end up a negative number.

Broken Room Icon is now 25% bigger and a bit less transparent. It will also turn Red instead of yellow when it gets down to the last 25% prior to destroying the room. This will help make it easier to detect while exploring a damaged or distressed ship.

During Combat the player and now press the ‘P’ key or the Gamepads Right Shoulder button to force the game to pause even while the enemy is playing. Keep in mind that this will only queue up the pause and will allow the enemy to continue their paused turn. If the enemy has more than one ship weapon or bay item charged on any of their ships, they will continue to fire until they can no longer take an action. This is basically the same as when the player has paused the game and can take as many actions as they want before they unpause the game.

Percussion Bombs no longer need a target to fire at. You can target ANY area within their range.

The audible message you get when entering the pre combat screen that lets you know you have ships that need to be repaired now is only given when your fleet has taken more than 25% damage to the armor. Prior to this it you would hear it when any ship and any damage.

The audible message you get from the energy detector artifact when entering a star system is now only given when you enter a new system. It no longer is triggered each time you leave an encounter from within the star system and then return to the system you are currently in.

Starbases have been added to the list of objects within a star system. This will allow players to select them from the list. This is useful if they are in a nebula or asteroid field.

Added new graphics for the asteroid fields and nebulas in the star system view. There is a much larger variety as well and they are a bit larger in area. This will allow players to get into more combats with them. The new nebula graphics also are used in the nebula encounters. This will give a much greater variety of cloud visuals.

Made the mouse dead zone around the planet lander about 50% larger. This will allow players to turn the planet lander without moving it a bit easier.

The jumping fish now jump back and forth, and with very little delay between jumps. This will eliminate the player having to wait for the fish to jump in order to fire at it.

Fixed an issue where the Fleet Stats Overview screen would show that you could not convert metals into anything when the level was maxed out.
Nebula encounters now have a color tint to the background stars to match the color of the nebula. Light blue, green and red are the 3 color tints. These have also been added to comet and asteroid encounters that are within a nebula.
There have been changes to the following encounters.
Comet and Sun Encounter: If the center of the comet or sun is within an asteroid field then you will get some asteroids. These will not spawn power crystals. If it’s in a nebula then you will get nebula lightning and these too will NOT spawn gas extract.

Nebula Encounter: If the center of the nebula is in an asteroid field then you will get some asteroids. These will not spawn power crystals.

To accommodate the new ability to pick up and move ship device and bay modules while on the edit fleet screen, you must now shift LMB click to upgrade an installed module. If you are using a game pad you can press the left trigger in place of the shift key. If you want to pick up a module to move it to another ship, you will now just LMB click on it. If you want to uninstall the module you can still RMB click on it. If you RMB click while moving a module it will go back into your inventory. If you pick up a module from a ship and you already have one in your inventory, then when you place it you will be able to place multiples if you want. You will need to RMB click to exit the placement mode.

The weapon for you planet lander will no longer reset to the main or stun weapon when you launch it. It will stay at the last selected weapon. It will now only reset to the main weapon when you first make orbit around a new planet.

When a pirate outpost or starbase launches fighters they now have a 50% chance to launch a missile barrage instead, and both have a chance to launch with a shield. There were also some changes to the calculations for determining a turret’s hit points and damage. This now gives more weight to the player’s skill level and the tech level of the race. This will make lower tech races a bit easier to beat. The size of the turret is still decided by the races current ship size range and uses the same percentages as those used to determine the size of the ships in a races fleet. This change resulted in pirate outpost being easier to defeat while star bases will require a pretty big fleet of ships to defeat, even the easier ones.

There is a know issue with the Variety Is the Spice of Life Achievement. The achievement itself is working, but is not showing which of the 4 parts of the achievement have been complete like the comet one does. So until ti is fixed, you will not know if you still need to win a battle is an asteroid field, ion nebula, plasma nebula or photon nebula. You will only know how many you are missing, not which ones. Now that the size of the nebulas an asteroid fields have been increased on the star system view, it should make these type of encounters for prevalent.

Patch Update 1.1.2.03 now live

This patch fixed two bugs that were reported yesterday.

Fixed a bug in the tutorial where it would get stuck when the player would equip the Vaporizer Bomb II to the Battle Cruiser.

Fixed a bug that would crash the game if a player would attempt to pickup a life form with the planet lander when the planet landers cargo was full. Player now gets the appropriate Invalid Action sound, and the life form will not get picked up as the cargo is full.

Patch 1.1.2.02 is now live.

Patch 1.1.2.02 is now life. It fixes several crashes that occured when capturing a ship during a battle or assigning a weapon enhancer device module to a ship.

There were also several other minor issues that were fixed.

There are two known issues that will be in the next patch update which should be in the next 24-48 hours.

First issue is with capturing a bio life form while exploring a planet if it puts you over your fleet cargo space. It was just reported and will be in the next patch update which should be within 24 hours.

The second issue is with a smart bomb not continuing to the next target when firing at a turret and the turret is destroyed. That too should be fixed in the next patch update.

Update to Last Weeks Patch Update.

We've just posted a new patch update as part of last weeks update. This one fixed a few issues with the new content and the built in game tutorial. The Tutorial has been updated to include most of the new content that has been added over the last 2 months.

Updated Game Manual Availalble

We've update the game manual to include all the new features that have been added over the last several months. This link can be found in the Store Page or from the website at www.starfleetarmada.com in the media section.

We also pushed a small patch that fixed a few issues with some of the achievement stats not getting incremented. We also changed some of the ship module device names including all of the shields and now call them deflectors. This was done to reduce the confussion between them and the new shields that are generated by a transport ship using its new Shield Generator bay item.

Also, the game goes on sale for 2 weeks starting August 29th. Instead of $9.99 it wil be $7.99.

We are also starting work on our first of several DLC's. This one will make use of the new race portraits that were added to the game this week. The new DLC will allow you to find and hire officers for your ships. You can hire officers from any race and there is an advantage to placing an officer on a ship from its race. Each officer will have 4 ranks and will come in 5 categories. Each will give a single perk which increases as the rank increases. Most perks are related to just the ship the officer is occupying while others will give a game wide perk. This should be out sometime in September.

Patch Notes for Version 1.1.2.01

It has been 6 weeks since the last patch update, and for good reason. This is the largest content update we’ve had to this point. If you thought SFARA was already a great game, just wait!

Fixed a bug where the enemy’s fleets would revert to small ships once they had achieved all huge ships.

We did a lot of game and combat balancing for each of the skill levels.

Playing at the very easy skill level is now easy enough for anyone to win, while playing at anything above moderate is very challenging.

We did some changes to the Star System object list that appears while your mouse is over a star system while viewing the star map. If the star system has been discovered then the list will contains which requirements you still need in order to explore the object. This was done for all objects except for fleets, as these change each time you enter a star system. The requirement is represented by an icon and there is an icon legend that appears at the bottom of the screen to let you know what it is. If you press the RMB, a number will appear inside the icon letting you know how many stat points are needed. This will greatly enhance the player’s ability to know exactly where they stand before entering a star system.

We’ve changed the way the planet landers transport works while exploring a planet. Stunned life forms no longer need to be transporter using the transporter. They can now be picked up with the planet lander. However, each life form now takes up cargo space based upon the life forms size. This will range from 1 to 9. When in the planetary orbit window the life form list will now contain have much cargo space the life forms are taking up. The required cargo space is also shown in the life form display that is to the left of the rotating planet image.

The player can still use the transporter to transport stunned life forms, but they will go directly to your fleet’s cargo instead of your planet landers. This is great if you planet lander is full but you have plenty of fleet cargo space. You can still stun them and then transport them.

The Planet Lander Botany Collector Game Artifact allows the player to pickup plant life forms without the need to stun them, and still doubles the yield.

From the edit fleet screen you can now scrap ships you no longer want. This is done by pressing on the green trash can icon to the right of the ship upgrade icon. When you scrap a ship you will get GMU’s. ALL ship module and bay items along with special ability are transferred to your ships inventory. Your crew will be placed in other ships. If there is any crew left over, they will be sent to your reserve crew. These can be retrieved later by visiting a ship factory.

We’ve slightly changed the way the transporter ship’s transporter works during melee battle. Without the reverse matrix ship module you can now transport crew from your ship to the enemy ship to disable the ship. You must be sending over more of your crew then the enemy ship has left. For instance, if the enemy ship has 5 crew and your transporter can transport 6 then you can do it. The result would be that you would lose 5 of your 6 crew you sent over leaving the ship with just 1. Disabled ships can no longer be captured during the melee battle. They remain disabled until the battle ends or until the enemy uses their transporter to take back the ship.

If you have the reverse matrix ship module you would be able to transport crew from the enemy ship into space regardless of the number they have. This means that no crew to crew combat takes place. If the enemy ship ends up with no crew then it would become disabled.

Once a melee battle has ended, if there are any disabled enemy ships you will be taken to a special screen to resolve those disabled ships. Each ship will be listed and you can mouse over them to see the ships stats. You will either have 2 or 3 choices. If you have an opened ship slot and want to add the ship to your fleet the ‘Add Ship to Fleet’ button will be enabled. If you don’t have space but would like to add one of the disabled ships, you can access the fleet edit screen from this screen where you will be able to scrap a ship and then return to this screen.

The other two options you will have are to ‘Reverse Engineer’ the ship which will give you Research Units, or to ‘Dismantle’ the ship which will give you GMU’s. Dismantling a ship also gives each ship module, bay item and special ability a 25% chance to be safely removed from the ship and added to your inventory. This makes your number one goal during battle to disable as many ships as you can.

All ships except the battle cruiser now have one additional bay action. These all have 4 levels just like the other ship bay items. We also added some additional ship device modules and made changes to some as well. We will cover both under each ships section.

Battle Cruiser
All bombs are no longer a single use item. They stay unless the bay item is destroyed by the enemy. Disabled bay items will still remain for the next battle.

Cargo Ship
New Bay Item
Recharge Drone
These can target a friendly ship. This will recharge the long and short range weapon and the bay item by 10, 20, 30 or 40% depending on its level. And also has a 10, 20, 30 or 40 % chance to totally recharge the item.

New Device Item
Charge Drone Amplifier
Increases the amount the Charge Booster will charge by 10% and is stackable.

Changed Device Item
Repair Drone Bay Expander is now called the Drone Bay Expander and affects both the repair and recharge drones.
Repair Drone Range Enhancer is now called the Drone Range Enhancer and affects both the repair and recharge drones.

Research Vessel
New Bay Item
Virus Probe
These can target an enemy ship. They infect the targeted ships weapon and bay item systems and reduces the current recharge by 10, 20, 30 or 40% and they also have a 10, 20, 30 or 40% chance to reduce it to 0.

New Device Item
Viral Enhancer
Increases the Virus Probes affect by 10% and is stackable.
Changed Device Item
Research Drone Range Enhancer affects both the research and virus drones.

Transport Ship
New Bay Item
Shield Generator
This can target a friendly ship or fighter squad and will give the ship or fighter squad a shield that will give it 100% protection from the next hit. Any damage will destroy the shield. Ships with a shield will have a yellow glow around the ship. The shield will last for 2, 3, 4 or 5 seconds. If a ship with a shield is hit with a critical hit the shield is destroyed and the ship or fighter squad takes normal damage.

New Device Item
Shield Generator Amplifier
Increases the length of the shield created by the shield generator by 1 second and is stackable.

Fighter Carrier
New Bay Item
Missile Barrage
This launches a barrage of guided missiles that can be controlled by the player. They are the only weapon that is not instantly resolved. They move twice as fast as a fighter squad and they do 10, 20, 30, or 40 damage to an enemy ship, fighter squad or turret upon contact even if it’s disabled. These have no affect on friendly ships or fighters. If a player’s missile barrage hits an enemy missile barrage they will explode creating a percussion bomb effect. The size and damage of the effect depends on the level of both the barrage missiles. Barrage missiles only have 1 hit point so they are destroyed with any damage including percussion bombs.

Changed Bay Item
Fighter Squad
These now launch with a shield. They also move a 2X speed when they are returning to the ship that launched them. Any Fighter Squad that is destroyed while in combat has a 50% chance of being replaced. With the Fighter Squad Repair Bay there is a 100% chance they will be replaced.

Changed Device Item
Fighter Carrier Weapon Enhancer
These still add 1 damage per each fighter squad launched but they also increase damage done by the missile barrage by 10% and are still stackable.

Each race now has a custom drawn image that will appear during the game when you are at a Diplomatic Center or at a friendly star base or fleet encounter.

This image is also visible on the ‘Start a New Game’ screen as long as you have unlocked the race level by unlocking all the races in the previous level. Until then you will only see a silhouette of the race.

The criteria for unlocking a race to play against, has been changed. You can still defeat them as your main enemy. You can also unlock them by becoming their allies during a game. This requires that you destroy all rebel fleets. The other way is to destroy the race’s star base. You no longer need to destroy all the races fleets just the ones in the star system their star base is at.


Patch Notes for Release version 1.1.1.47 released on July 9th 2017

This was going to be released on the 6th but it was delayed a few days.

Fixed a bug that would cause the game to crash if the player tried to start a game on difficult or insanely hard levels.

Fixed a bug that would cause the game to crash if the player tried to use a percussion bomb III while in battle.

Did a lot of AI combat balancing. Combat will now be much easier early on during the game. The size of ships each race uses is now calculated differently. Prior to the update it was very much dependant on your maximum ship size which gave the player no real advantage to getting larger ships quicker.

Now each race’s maximum ships size is dependent on the star date. All races now start with just small ships. Then they can unlock medium ships. At that point their fleet will now be made up of small and medium ships. There is a gauge on the diplomacy screen the shows what the current ship sizes are and how close each race is to getting to the next ship size. This is on the race info popup window that appears when you mouse over a race or rebel group in the list.

Once a race unlocks medium ships the gauge will give you a good idea of how often they will use small versus medium ships. You can think of the gauge as a percentage chance to get the ship size. If the gauge is halfway between small and medium then the mix will roughly be 50/50.

The gauge also shows you the star date that the race will hit the new ship size. Once the new ship size is hit then the player will go up a ship size. The section below shows the progression.

Useable Ship Sizes What the gauge shows
Small ships only [Small ---> Unlock Medium]
Small and Medium [Small ---> Medium]
Medium and Large [Medium ---> Large]
Large and Huge [Large ---> Huge]
Huge Ships Only No Gauge

These changes will effect all saved games. So when you load a game the ship sizes for all the fleets of all the races will change! But you will like this change as it will make things easier. You will also get the new gauges as well.

We are still working on the new Bay Modules mentioned in the previous post. These should be in the next patch.

Sneak Peak at Next Patch Update

Just thought I'd fill everyone in on whats coming in the next patch which is still a week or so away.

Players will be able to pick up stunned life forms with their planet lander. You can still use the transporter which will transport the life form directly to your fleet saving you cargo space on your planet lander.

All ship types except the battle cruiser will be getting a 2nd bay item. All of the additional bay items will have 4 levels just like the others.

The cargo ship will be getting a Charge Drone. This will immediately give the targeted ship's weapon and bay item's recharge a 10, 20, 30 or 40% increase over what it currently is at. For exampe the targeted ships main weapon is at 50% and you use a level IV booster it would then go up to 90%! The other weapon and the bay item would also go up by 40% too! Anything that results in the recharge being above 100 will be capped at 100 but can then immediately be used.

The Science Vessel will get a virus probe. This will randomly infect one of the two weapons which will drain it's recharge back to 0. The higher level ones will also have a chance to drain the bay item and stop any special ability the targeted ship is currently using (except for Cloak of course). This will now make the science vessel a much better ship to have during combat.

The Transport ship will be able to use a Shield Generator on a friendly ship. This will create a shield around the targeted ship for 2, 3, 4 or 5 seconds depending on the level. While a ship has this shield the first shot that would have damaged the ship is rejected but the shield is then destroyed. This will make transports a bit more important during battle.

The last is the Fighter Carrier. It will now have the ability to launch a missile barrage. Unlike all other attacks which are resolved immediately, the missile barrage will act more like the fighter squad. After you launch it you can control it's direction just like a fighter squad. It will be much faster than the fighter squad but can be destroyed by the enemy with a single hit. It will do 10, 20, 30 or 40 damage depending on the level. It will explode upon impact on any ship or fighter squad (friendly or foe) or turret that it makes contact with. So be careful using it around your ships.

Those are the biggest highlights. Look for it the middle of July!

Patch Update 1.1.1.46 is live again!

After going throough a corrupted compile build on saturday we have patch update 1.1.1.46 live again. It has everything listed in the previous patch notes along with a few new things.

We lowered the cost of purchasing bombs for battle cruisers since they are a single use item.

When in a comet encounter in addition to firing at the comet to create research units you can now fire at the rock debris and will have a small chance to create a power crystal.

Fixed a bug that would crash the game while in combat.

Made a change in the lens overlay so now the color of the icon for the worm holes match the color of the type of worm hole. (Green, yellow and red)


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So whats on the horizon for the next patch?

Will be adding a new ship bay module for the research vessel. This will only be available on a huge research vessel and will be a late game module. Since the research drone really loses it's value in combat mid to late game the new module will allow the research vessel to give a ship a one time shield. This shield will keep the ship totally safe from any damage, but is destroyed after it is hit. This will make research vessels a much butter combat support unit.

We will be removing the requirement of the transporter being used to pick up life forms with the planet lander. Now stunned life forms are picked up using the planet lander. The planet landers transporter will be used for additional content later.

Thats it for now...enjoy.

Issue with last nights patch update

There was an issue with last nights build getting corrupted which causes many issues in areas of the game where no changes were made. For that reason we have put the previous version back...so you will have to wait a little longer for the new star map lens system.

We apolpgize for any inconvienence.