Star Trek: Voyager - Across the Unknown

Star Trek: Voyager - Across the Unknown : Customizable Difficulty Settings & more

Customizable Difficulty Settings & more

Heyho Captains, 

Today we have another great update tackling your feedback that came in during the first weeks after launch – no April’s Fools – promised.

In this update specifically we present you – among another batch of technical improvements, bug fixes, balancing refinements and quality of life enhancements – most importantly, new tools to shape your own journey through the unknown.

With the brand new customizable run settings , you decide how Voyager survives the Delta Quadrant. Fine-tune resources, change difficulties, quest balancing, and story pressure to match your playstyle – whether you want a tense survival challenge or a more strategic, story-driven experience.

Adapt the rules. Rewrite the odds.

Detailed Changelog

Game Difficulties

NEW: Custom Difficulty Setting

• Added a custom difficulty setting that is selectable as a fourth option when starting a new game
• The following variables can be customized for new runs:Challenge Mode (manual saves disabled; auto-save after every event)MutinyHomesick morale penalty per sectorSpent too much time in the sector penaltySpent too much time in the sector penalty startResource deposit sizeBase storage capacityEnemy combat powerDialogue checks difficultyPoints of interests positive outcomesAway mission challengesAway mission XPConstruction timesResearch timesCrew treatment time

Balancing for standard Difficulties

Adventure

• Reduced resource deposit size
• Reduced construction times
• Reduced research times
• Reduced crew treatment time
• Spent too much time in the sector penalty starts later

Years of Hell

• Slightly reduced enemy combat power
• Slightly increased resource deposit size
• Increased construction times
• Increased research times
• Increased crew treatment time

Gameplay & Systems

• Bio Laboratories will now stop producing when the storage of the produced resource (bio-neural gel packs or nanites) is at maximum capacity.
• Available work teams are now automatically assigned if room operations would be interrupted because the current work team is no longer available.
• Heroes are now properly prioritized in sickbay.
• Disabled nebulas for sector 11 (“Uprising”).
• In Caretaker when the hull feature is not yet active, players can no longer accidently assign work teams to hull repair.
• Moved « Equinox Antimatter Injector » tech from tier 5 to tier 3 and adjusted costs.
• Moved “Scientific Milestone” and “History of Humankind” techs from tier 4 to tier 3 and adjusted costs. 
• Moved “Friendship One Remnant” tech from tier 3 to tier 4 and adjusted costs
• Increased effect for two techs: “Scientific Milestone” research rate increased from 15% to 20% “Friendship One Remnant” research rate increased from 15% to 25% 
• The damage reduction provided by a hero in the navigational deflector is now applied correctly.

Combat

• Reduced Dilithium gained after the final fight of the side mission “Think Tank”.
• Borg are now no longer able to surrender or flee.
• Increased the strength of Malon vessels to be closer to their in series counterparts.
• Updated the fights against the Equinox to make sure the ship won’t be incorrectly destroyed in the first combat.

• Phasers in combat are now fired from the phaser banks and the related charge up animation was added.
• The Borg Cutting Beam and the Disruptor Beam no longer share their weapon locations with the phasers in combat.
• The target reticles around enemies in combat now get disabled, if an enemy gets destroyed or flees.
• The U.S.S. Voyager has the ablative armor now deployed in combat, if the related tech got unlocked in Endgame. Balancing-wise this was always the case, but the visual representation was missing.

Quests & Narrative

• ScorpionFixed missing feedback during dialogue when unlocking Borg tech if Kes is not available.
• Dark FrontierAdded 2 missing alternative dialogues for Lani so she doesn’t introduce herself as Lieutenant Torres
• One small stepFixed Workshop room widget displaying a blank name for the item “Shuttle Shield Adjustments.”
• Infinite RegressFixed availability handling for Seven in the last part of the mission.
• Infinite Regress Side Mission dialog choices are no longer incorrectly marked as important choices.
• Friendship OneChanged the Torpedo crafting step of the “Photon Torpedo Modifications” from requiring a unique item to the base torpedoes, as Voyager already crafts photon torpedoes anyway with the base recipe.
• Friendship OneAdded side mission icons to the scannable planets to make this step easier to complete. 
• Think TankChanged the “Communication Jammer” Tech reward from already researched to unlocked only in the Tech Tree.
• HomesicknessFixed the morale malus in “Old Friends New Enemies” to be applied correctly again.

UI / UX

• Added a menu entry in graphics settings for invalidating shader precache: Activating this setting causes shaders to be recompiled the next time you start or load a save game. This can reduce hitches after GPU hardware or driver changes.
• The combat hero selection now uses correct localized text to display combat abilities.
• Fixed an issue where some hero combat ability descriptions didn’t mention their cooldown. 
• Fixed a size issue with portrait icons of heroes when assigned to bigger rooms.
• Added a sound notification when the quest tracker is updated. 
• Fixed a display bug with the ally list on the bridge.
• Fixed an issue with UI layering.
• Added max capacity to dilithium tooltip.
• Loading screen text no longer gets cut off in some languages.
• Visually improved production and energy production in tooltip UI.
• Hover tooltip UI improvements for: resource production, energy production and battery.
• Added deuterium production from bussard collectors to deuterium tooltip.

Graphics / Rendering / Art

• The hull damage visualization now also gets applied to the U.S.S. Voyager in cutscenes for a more coherent experience
• The hull damage visualization is now correctly initiated when arriving in a new sector.

Bug Fixes

• Fixed an issue where free crew beds were not calculated correctly.
• Fixed wrong homesick modifiers for easy difficulty.
• Fixed combat hero selection not being cleared when returning to the main menu.
• Fixed an issue where the message « deflector offline » was triggered incorrectly.
• Fixed combat autoresolve not accounting (visually or functionally) for game difficulty.
• Fixed combat overview tab’s average enemy power not accounting for game difficulty.
• The borg cutting beam control room no longer clips through adjacent rooms to the side.
• Fixed an issue where players couldn’t continue after having the call list open when arriving at a story Point of Interest that starts another dialogue.