Name | Stellar Tactics | ||
Developer | Maverick Games | ||
Publisher | Maverick Games | ||
Tags | |||
Release | 2016-09-22 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  29  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | LINUX DEPOT [5.77 G] |
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
I'm posting a few fixes and updates in todays patch before I lock everything down and start integrating the chapter 3 content. I've completed all assets for the new content update and it's time to put everything together. |
This update brings the updated mining system, fixes, advanced options and QOL changes.
When mining wrecks, you can target all turrets, so, no major changes in salvaging these objects. There are a few changes:
FLT fast travel You can now choose to fast travel in FTL space. There are two limits: To fast travel, enter FTL space. Choose a target star system by either selecting the star system on the Universe Map, or if a story/mission location, select the mission in the objective tracker. The upper left panel will display the targeted star system. There will be a new icon that can be selected that will move your ship near the selected system. There is a short delay while universe data is generated when traveling between star systems using the fast travel icon. Advanced gameplay options I've added advanced gameplay options to the options menu. These options are only visible when in a loaded game - not at the main menu. These are not global settings and only apply to the save game they are set in. You can reset these advanced settings at any time. All gameplay options now have rollover help. Adjustments to the advanced options modify the currently selected difficulty. In some cases, you may need to save and reload and/or exit the current mission area and re-enter to see the changes take place. If any of these options are enabled, the game will stop tracking Achievement progress. Resetting the advanced options to default will re-enable achievement tracking Currently the game is tracking a number of things like enemy deaths, ships destroyed etc. Any progress in existing saves will reward achievements when achievements are enabled later in the roadmap. GROUND COMBAT:
SPACE COMBAT:
EXPERIENCE MODIFIERS:
VENDOR PRICES- Note that any modifiers adjusted are applied after faction and charisma bonuses.
QOL Items
Things that didn't make it Crew missions did not make it into this build. This system needs more time in the oven before I can release it. I'll get this done as soon as I can and release a patch when it's ready. Added: When on the FTL map, you can now fast travel to star systems within a certain range. If fast travel is available for the selected star system, a new icon is displayed to the right of the "APPROACH/ENTER SYSTEM" icon under the selected star system panel in the upper left of the screen. This allows players to move quickly through FTL space to story mission locations and other star systems. Whether or not you use it is up to you. Azimuth does not recharge in FTL space when fast traveling. Piloting experience is not granted when fast traveling. (See piloting EXP below) Added: Date and time added to load/save interface. This is not a retroactive fix. Saves that have no date/time data associated will display the date as "---". Added: You can now sort alphabetically, by value and quantity on the ship cargo screen [K] by selecting the column headings. Added: If you unintentionally stray into a star system that is above your average crew level, a message is displayed to the screen and your log letting you know you will be annihilated forthwith. Updated: Repairing equipment now requires a single click and will automatically complete the repair process for the selected item if enough materials are available for the repair. Updated: Jump point models. Updated: NPC ship navigation updated for better collision avoidance with planets and other objects. They will now prioritize avoidance with planets adjusting course as necessary. Updated: NPC ships are less likely to ram you in space combat. Updated: Piloting EXP is no longer earned by entering or leaving FTL space. Instead it is calculated by distance traveled over time both in star systems and on the FTL map. Piloting EXP rewarded from space combat has not changed. Updated: Increased overall ship repair components when mining ship wreckage. Updated: Asteroid mining now uses "heat" to determine yield of asteroids. Keeping the asteroids heat levels within acceptable tolerances increases the yield of asteroids. If the asteroid is cool (below the bottom bracket) less ore is generated. If the asteroid is too hot (above the upper bracket), the yield is lowered and the asteroid is destroyed faster. Updated: Only one turret can be targeted to an asteroid now with the changes to the heat system. You can mine multiple asteroids at the same type by selecting the turret and targeting asteroids. If an asteroid is already being mined by a turret, a message is displayed to the screen that the asteroid cannot be mined by more than one mining turret. --If you are too aggressive with heating, asteroids can get in a state where they are very hard to cool. You may need to stop mining the asteroid and let it cool down. Updated: Reduced overall ore yield when mining ship wreckage. Note that you can target all mining turrets to wreckage. Updated: Changed beam color to blue when mining ship wreckage. Updated: When awarded ship repair components, the number of components rewarded is now displayed in the log. Updated: If your ship is not moving, you will take additional damage in space combat. Some ships may be able to tank this additional damage if they have excellent shields and armor equipped. Updated: Reduced general EXP gain from space combat applied to crew in ship station slots. Fixed: The in-game guide is now accessible in the middle of space combat and will pause the game. This also applies if space combat is currently paused with the [P} key. Fixed: Collisions with objects in FTL space and in star systems now return control to player much faster. Fixed: When loading a save game in a star system, NPC ships could spawn in the center of the sun. Fixed: In some cases, mining beams were not displayed when mining ship wrecks. Fixed: In some rare cases, it was possible to spawn in the wrong universe position when first launching your ship from the planets surface. Fixed: If stun immunity through Azimuth was active, and NPC's used stun grenades, crew members were partially stunned leading to various UI elements not working as intended. Fixed: Initial ground exploration camera rotation values could be set to zero, locking the camera from rotating in new playthroughs. This required players manually set the camera rotation value in the gameplay options menu. Fixed: Incorrect display of pooled experience toggle in options menu selection box. Fixed: Crew member in ship repair slot was not receiving general experience from space combat. Fixed: Crew member combat state was not completely cleared after combat in rare cases resulting in various errors. Most visible was that crew member was stuck in combat idle stance with no weapon in hands. There will be bugs. Please, if you see anything - post a bug report here - > https://steamcommunity.com/app/465490/discussions/7/ Thats all I have for now. I'll keep an eye on the forums and address any issues that pop up. Thanks as always for supporting Stellar Tactics! |
Well, Fall is here in the Northern hemisphere and I'm excited to post the remaining development tasks for Stellar Tactics over the next few months. There has been an absolute flurry of activity here on my part preparing content for Chapter 3, delivering on promises I made for a crew mission system and a bunch of QOL adjustments based on player feedback. |
/15/23 - 0.715 |
I'm pleased to release Chapter 2 today. It's been a long road and I do hope everyone enjoys the new content. As always, it is likely a few bugs will surface over the next few days so I will keep an eye on the forums for any issues. If you do find any issues, please post on the bug forums here. Any details and screenshots you can provide will help: https://steamcommunity.com/app/465490/discussions/7/
BOARDING MISSIONS - Phestus will offer simple boarding missions - so he can retire, you know. He will start giving you missions once you have a FTL Drive after you complete his story mission in Achmedius.
A NEW MISSION TYPE related to the chapter 2 story line. This is a ongoing permanent mission in your log. You will know what it is when you you get it. ACCESS STATION CARGO FROM SPACE: You can now approach any non-hostile station and access the stations cargo terminal without boarding. This makes it a lot easier to store ore you are mining and deliver trade goods between stations. To display the cargo icon, click the station itself in space when you are close enough to board. A new icon will be displayed allowing you access to the cargo interface. ADDED NOTES ON THE STAR MAP: You can now add notes to star systems on the star map. Selecting any star system will display a notes area above the lower-center detail console. Star systems that have notes will display a green box around the star system. YOU CAN NOW VIEW SHIP REPAIR COMPONENTS: Harvested ship repair components used for boarding can now be viewed on the ship menu [K] by selecting the new button under the ore refinery. Note that ship repair components used to repair boarded ships can be harvested from other ships, or, ideally by salvaging wreckage in Star Systems. Salvaging wreckages is the best way to gather these materials. GENERAL PATCH NOTES: UPDATED - Additional checks are now in place to avoid bad enemy target clicks that lead to movement instead of attacks. In addition, when rolling over an enemy in combat, the enemy will pause animation so you can get a very "clean" target selection. Previously, some enemies animations could lead to bad information at the moment a player would click, leading to an unintended move. Hopefully this reduces or eliminates these annoyances. Let me know what you think on the forums. Is this better, worse? UPDATED - Fog of war data on the ground area map [M] now persists between areas and saves. UPDATED - Phestus will now give you a mission to meet with Forley Coresh in Achmedius after you purchase the FTL drive from him when exiting his station. This fixes the missing quest link that would lead players to the start of Chapter 1. Regardless of when you got your FTL drive, the next time you enter a star system, the new mission will be triggered if you have not already spoken with Forley Coresh. UPDATED - Added directional indicators to the mini-map/radar for N,S,E and W. The "camera" FOV indicator now has a arrow tick mark for identifying the direction your camera is facing. UPDATED - Reduced INT bonuses to initiative for player and NPC's. This still needs work as INT is generating too much initiative. UPDATED - When pressing the highlight key bind, NPC's that can be recruited are now highlighted in green. NPC's that have procedural missions are highlighted in blue. Faction agents are highlighted in blue. UPDATED - Ship loot containers now display distance to the players ship. UPDATED - Moved star system player spawn point and jump points away from planetary orbits to avoid possibly intersecting with a planets on spawn. UPDATED - No random attacks when entering Achmedius - this is to smooth out the starting experience in the game. This also applies to attacks related to carrying contraband. UPDATED - Added more responses when selecting NPCs. FIXED - Removed shields from creature type enemies. FIXED - A number of typos in the English language files. FIXED - Multiple clicks on exits and during loading could lead to a level lockup or misaligned camera. FIXED - Corrected feedback text to log when delivering trade contracts. FIXED - Several localization errors. FIXED - Various areas - map and mini-map did not correctly display the map background. FIXED - A non-critical bug related to experience when selling ships to Arkus. FIXED - Visual error with Psionic bleed projectiles. FIXED - Mission objectives UI under radar/map for boarded areas and new areas that use the UI is now correctly displayed when entering or re-entering these areas. AND FINALLY, A SUPPORTER DLC I am also releasing a supporter pack for Stellar Tactics today. I've been asked many times to add a way to help support the game. I finally decided to put together a few things that I think people would like. It contains a unique ship not found elsewhere in the universe, poster art, 3D printer models for those of you who have 3D printers and a few other things. For those of you who do decide to purchase the DLC, many thanks. And as always, regardless of whether you purchase the DLC, thank you for supporting the game. WHATS NEXT: Well, Chapter 3 of course! Here is a list of things I'll be looking at. Some of these may be released between now and the Chapter 3 content.
Two answer two common questions I see: [Q] When will achievements be added. [A] After chapter 3 is complete so I can tie achievements into all the game content. [Q] When will custom portrait support be added. [A] With chapter 3. Many will ask - when? When will chapter 3 be finished? December. Of course, I may need more time - we will see. I'll keep everyone posted as I make progress. |
Chapter 2 is in the works and I'm putting the finishing touches on everything. A large part of this will be the new procedural mission system which is taking longer than expected. Here is a quick overview of current progress: |
Lots of changes today and a few bug fixes. Meanwhile, I am working on the Chapter 2 content which should be released late December or January. Notes below.
WANDERING NPC'S: Mercs for hire now wander around stations. Mercs have a YELLOW dot on radar - other NPC's that are not merchants or faction agents have a BLUE dot. These NPC's will issue random missions in a future update. UPDATED - Improved load times. UPDATED - NPC ships regardless of faction are no longer hostile to the player until Dr. Rhamus and Dr. Jensen leave your crew. Note that incursions will also not be generated until the Dr's leave your crew. You can still attack ships at which point ships will become hostile. UPDATED - The game radar was overhauled. It now includes a map of the area in the background. UPDATED - Cursor lock for multiple monitors is enabled again. UPDATED - Excess weapon ammo will not be generated as loot. FIXED - After collecting the scanner from Dr. Rhamus, you could return to Crayson's Depot and Dr. Rhamus would still be at this location. FIXED - Rolling over the Aznari scanner would not display the mission percent complete. FIXED - An exploit when buying faction equipment and selling to merchants. LOCALIZATION NOTE: New strings in languages other than English and German will be rough until a new round of localization is completed. |
The first major story update since the game released is now available. Over the last few years I have been primarily focused on all the core game systems - ground and space combat, salvaging, crafting, trade, special attacks, perks, progression, the ship boarding system and more. It's been great to spend the last few months actually working on the story...finally. This is the first of three major story content updates what will bring the game closer to final release. I hope you all enjoy the new content!
Right clicking an equip-able item other than mods in your inventory will equip it. Double click still works to equip items. The stat allocation widget now allocates stats quickly when you click and hold the mouse over the allocation arrows. Your ships now accelerate immediately when micro-warping. When looting, if you do not have the room in inventory for all ammo, the loot container will close and a message will be sent to display that you do not have enough room in inventory for the ammo. Just a note that there is a ammo converter in the game that you can purchase from one of the faction vendors. I leave ammo in the containers in case you have an ammo converter and want to convert ammo in inventory to another ammo type to make room. Sorting:
Removed the annoying vendor dialog. When you click a vendor, the vendor UI is displayed immediately. When out of combat, pressing the reload hotkey [R] will reload all weapons for all crew members. Right click to reload all still works. GENERAL NOTES Translations for the new content will be rough for a while. I'll post updates over the next month as translations to German, Spanish, Russian and French languages progress. Updated - When boarding a ship, space combat experience is rewarded when selling the ship to Arkus. You can still get experience by exiting the ship and not selling to Arkus, then blowing up the ship. Or, as usual, by destroying ships in space combat without boarding. Updated - Difficulty setting modifications to NPC's now kick in at level 1. Previously, difficulty settings for hard and extreme had no effect on NPC's until your crews average level was level 5 or greater. Updated - Ramped up Extreme difficulty mode. Updated - Various enemy types have Psionic skills - especially Coven and Phage. Updated - Dauntless - Removed grenades from "Captain". Updated - Added cave areas to random missions at the Facility in Achmedius. Updated - Devices can not be destroyed or sold. They are considered key items. Updated - Replaced some of the Arach sound effects. Updated - Grenade damage adjusted -> down. Updated - Increased 2 hand melee CTH and damage. Updated - You can now rollover status effects for descriptions (bleeding, defend, poisoned etc.) in the extended targeting UI. Updated - Increased LOS visual angle for NPC's and PC's so they do not have tunnel vision. Updated - Performance improvements in space. - LOD, distance clipping, UI performance related to NPC ship labels etc. Updated - In space, when a target is selected and obstructed by a planet, the target reticle is faded to let you know the target is on the other side of the planet. Updated - In space, if a ship is obstructed by a planetary object, the label is faded. Updated - When rolling over repair material icons in the equipment repair UI, the name of the repair material is displayed. Updated - Reduced chance of a random attack taking place when entering a star system from a station, ground location and FTL space. Fixed - When a grenade is active, occasionally you would move instead of throw the grenade when you clicked. Fixed - When gaining piloting skill in space combat, the log was displaying the incorrect string - WEAPONRY. Piloting skill gains were not affected - just the display string in the log. Fixed - If armor was unequipped in combat, the player was invulnerable to damage. This was related to an error in the equipment wear system. Fixed - Universe search now responds correctly to enter key - searching the existing list of systems with beacons first and if no result, entire universe database. Fixed - Arach parts are now considered vendor trash and are sold when selling all junk. Fixed - After clearing the slice mines for Scarby, the return location is selected when choosing the mission in the objectives tracker in space. Fixed - The approach button is now displayed after scanning a planet. Previously a scan would hide the approach button until you selected the planet again. Fixed - Cleaned up various sub faction agents that should not be giving missions at this time. They will return eventually and provide alternate mission types (The Syndicate, The Church etc...). Fixed - When boarding the Frontier CG-1 several doors on this ship could not be hacked/opened. Fixed - In some cases, when looting a ship equipment crate on boarded ships - not all equipment was being moved to the cargo hold. |
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A good number of fixes posted today while I continue working on the Chapter 1 content patch. |
12/20/21 - 0.599 |
Hello all! Im posting a patch today that fixes a number of issues. This is primarily a stability and bug fix patch with a few other bells and whistles. Its important to note that this is not the Chapter 1 patch. I am busy working on that and will post progress updates as things move along.
Removed the HELP screen. Pressing "H" now opens the guide directly. The help screen is obsolete as all keys can be viewed and edited in the options menu and most of the information on that screen is available in the guide. A warning interface is displayed at the main menu if your PC is not compatible with Stellar Tactics. This covers failed shader compilation and a review of all the core graphics requirements to run the game. If your system fails the check, an interface is displayed that provides a few suggestions like updating your drivers and making sure your system is utilizing your dedicated graphics GPU instead of the on-board low-power Intel GPU. Optimizations in may areas UPDATED: Load times improved. UPDATED: After completing the Phestus mission, FTL drives are now available in Achmedius at ship equipment vendors. UPDATED: Universe ship manager performance updates - especially for games that have hundreds of hours of stored ship, system and station data. UPDATED: Reduced the size of the selected ship reticle. Added transparency to selection options. UPDATED: New portraits for main story characters (Rhamus, Jensen etc.) to match future story content portraits. UPDATED: Precaching of dynamically loaded assets in space to avoid hitches. UPDATED: You can now loot all by pressing the space bar. UPDATED: NPC ships attack each other once again. I'll keep an eye on the forums in case there are any issues. Keep an eye out for free loot chests from these battles. UPDATED: The game UI has been revised with a new custom UI. FIXED: A random lockup when transitioning between areas during the loading screen. FIXED: A random lockup in space combat. FIXED: A random crash when displaying the line of sight indicators in ground combat. FIXED: A potential lock up in the early game when opening the ship screen before launching to space. FIXED: The left arrow when selecting crew voices on the portrait/name/voice editing UI was not working. FIXED: In some cases, incursions were not being triggered. If you are in a state where incursions will not trigger, travel to another star system and the issue should be resolved. FIXED: When crafting, a message is displayed on the screen if your inventory is full. You can no longer start crafting a schematic if your inventory or cargo are full. FIXED: The ship storage display is now closed when pressing ESC if in the ship UI. FIXED: A bug related to initializing incursions after Rhamus/Jensen leave crew on trade station. FIXED: Infinite experience when crafting (processing items by pressing the enter key). FIXED: KO crew members could block movement in narrow passageways. |
Its been a very busy summer with me and my family moving across the country and a lot of time has been dedicated to preparing our old home, selling it, packing, and moving in to our new home. None the less, progress has been made. Now that I am settled in, I am working on Stellar Tactics at my usual pace. |
Today's patch updates space backgrounds and effects throughout the Universe. I have also removed the 5 point weapon skill cap. I'd like to gather feedback from players on the removal of the cap. In my opinion, the skill cap has caused a lot of confusion and some just don't like it at all. For now, the cap is removed. It will come back as a hardcore option at some point for those who enjoy micro-managing progression. |
UPDATED: If you have no weapons or a pugilist weapon in your sidearm slot, the secondary support skill has been changed to sprint. If the primary weapon slot is empty (fists) or a pugilist weapon is equipped, the support skill is taunt.
UPDATED: The star-map search feature loads much faster now. A few other new features:
UPDATED: The VSYNC option now enables VSYNC and the frame limiter for the 60FPS and 30FPS options. I'm still doing work on how various high refresh monitors interact with game events and area loading. ADDED: Added new icons to the star map that show you if you have a drone, ship, or cargo storage in a system. If you have placed a beacon in a system, the system has a new icon overlay that shows you at a glance if a beacon is already deployed in the system. ADDED: If a crew member is at the 5 point skill cap, a warning is displayed when entering the inventory or character info screens noting that the crew member will not receive weapon skill experience until they reach the next level. FIXED: When clicking at a specific position in the game world, the navigation marker in combat was not being correctly set to the exact movement position. FIXED: When first entering an area and engaging in combat, the LOS markers and cover icon was not being displayed until an enemy took a single turn. FIXED: A bug in the display of various perk bonuses in the ship skill bonus area. FIXED: Enemy AI equipped with grenades would occasionally throw two grenades during their combat round. FIXED: A number of UI inconsistencies related to closing various menus with the ESC key (LOG - Search, Trade-Net, Faction window). FIXED: A few perk tooltip errors. FIXED: The game would lock up if a crew member dies at the same time as the last enemy in an encounter with a missile launcher, DOT, or grenade. Could also happen if you were in combat mode with no enemies around and you threw a grenade and killed yourself - oops. FIXED: When selecting crew portraits, special attacks for that crew member are now updated correctly in the toolbar. FIXED: A bug with melee movement introduced with the special attacks system that could cause melee crew members to stop before reaching their target causing a loss of AP. |
With the addition of the combat special attacks and support skills, the majority of all the core game systems are now in the game. While 2020 was difficult for everyone with the pandemic, I was still able to get a large amount of work done on the game with 19 total updates to the game and several sizeable additions including the boarding system. Id like to thank all of you for your continued support. Stellar Tactics would not be possible without your generosity and feedback. |
Hi all - I am happy to release the latest content patch for Stellar Tactics today. There are a lot of changes in this build so please read the patch notes below. I'll be monitoring the bug forums closely over the next few days and patching out any issues you might find. While I've done a lot of testing on this build, as you know, things happen. I hope you enjoy the changes.
UPDATED - BOARDING:
ADDED - REVIEW AND UPDATE CREW PERKS/STATS FROM THE CREW MANAGER: You can now edit crew member perks, stats, portrait, voice, and name in the CREW MANAGER for any crew member by selecting the crew member you want to edit from the list on the left and then clicking the "EDIT CREW MEMBER" button. This is very useful when adjusting space crew perks for mining, space combat etc. Previously, you needed to add the crew member to your active crew to make adjustments. ADDED - DEDICATED CREW MEMBERS FOR HACKING, SALVAGING, CRAFTING, AND REPAIR When activating any of these skills, you can now select the active crew member as dedicated. This means that no matter which crew member activates the skill, the dedicated crew member will be the crew member who's skills and perks are used. This crew member also receives all experience from actively using these skills. If you would prefer to not use a dedicated crew member anymore, just select the portrait to remove the "check mark" and the crew member that initiates the skill will be used. The first time any of these skills is used a popup is displayed explaining how to select this crew member as the dedicated crew. SELECT DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and a checkmark will be displayed indicating this crew member is not the dedicated crew member for that skill. REMOVE DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and the checkmark will be removed indicated a dedicated crew member is not selected for that skill. --NOTE: Removing or replacing a crew member from your ground team in the crew manager will reset your currently active dedicated crew. You will need to re-assign a new crew member to the various tasks. UPDATED - VSYNC AND FRAMERATE CAP OPTIONS: Uncapping the framerate in the video options has been changed to give players more options. You can find a new slider in the video options menu. Default is VSYNC ON. The slider lets you cap your framerate to 30 FPS, 60 FPS, VSYNC ON, VSYNC 1/2, VSYNC 1/4, and NO LIMIT (no cap at all!). VSYNC is highly dependant on your system, monitor, and video card settings. This should give players more options and hopefully address issues of animation slowdown. If you have any issues, you can always either uncap the framerate completely by dragging the slider to the far right or set the framerate cap to 60FPS or even 30FPS. I'll keep an eye on the bug forums to see if any of the VSYNC and framerate adjustments mentioned above cause any issues. VSYNC ON should always provide the best performance. GENERAL PATCH NOTES: UPDATED: Increased base Micro-Warp speed of ships. UPDATED: Reduced spam-click timer so there is less delay when interacting with objects and NPC's. UPDATED: Skyboxes for the main menu and FTL space. UPDATED: Doubled faction token and faction standing rewards for agent missions. UPDATED: Doubled positive/negative faction reward values for clearing explore locations. UPDATED: Increase the number of credits rewarded when completing a faction agent mission UPDATED: Faction display in the log map area now displays your current faction values as positive/negative values ranging from -50,000 (worst) to +50,000 (best). Neutral ranges from -10,000 - +10,000. UPDATED: Hacking and auto-hacking are now faster. When entering the correct key code, the next combination digit begins immediately instead of waiting for the cooldown timer to expire. UPDATED: Repair and Salvage experience bars when repairing/salvaging ship components on boarded ships now show experience toward the next level instead of total skill experience. UPDATED: Adjusted bleed damage down a little. UPDATED: The FTL guide entry is displayed the first time you enter FTL space. A reminder to accelerate is displayed on the screen when entering FTL space. Additional information added to the FTL guide entry noting that piloting skill and FTL drive quality affect SHIP speed in FTL space. Guide entries/tutorials will eventually get an overhaul. UPDATED: Added new key binds. Your current key binds have been reset. Keybind for toggling grenades on/off [O] Keybind for toggling med-kits on/off [P] Keybind for scanning the selected target in space [DELETE] Keybind for attacking the selected ship. When in space combat you can tab-target ships in combat with you, and press the attack key to switch all turrets to the new target. [RETURN] FIXED: Neutral system stations would occasionally spawn faction agents that would give missions that could never be completed. FIXED: It was possible to mount heavy turrets on light turret mount slots. I recommend replacing any heavy turrets mounted on light turret mount locations to avoid issues with space combat. FIXED: Corrected ship info list below turrets on ship screen [K} so it correctly displays the mount point info for heavy/light turrets. FIXED: If entering the Abandoned Facility and taking missions before completing the Slice Mines mission, it was possible you could not turn the Slice Mine mission in to Scarby Hurzog. FIXED: Rollover highlights for a number of objects. FIXED: When removing status effects using first-aid perkS, the status effect displayed under the crew portrait is updated immediately. FIXED: A few minor visual glitches with projectiles. FIXED: A few material errors with Kchor NPC's FIXED: A skill rounding error when recruiting mercs that would round skills down one level occasionally. |
I'm posting a short WIP video today showing some of the new weapon special attacks and support skills. I'm also showing a few QoL changes that are coming in the next content patch. I expect the next content patch to be ready on January 8th. |
It's patch time again. Here are the details for the patch released today.
ADDED: EQUIPMENT WEAR Equipment wear can be disabled in the options->gameplay menu. Looted equipment will always be in some state of wear and will never be below 50%. This applies even if equipment wear is disabled.
ADDED: NEW SHIP REPAIR STATION You can now assign a crew member to the ship repair station. This crew member will prioritize repairs to your ship over time, prioritizing the hull, then shields, engines, systems, and weapons. This crew member can repair onboard equipment to the current maximum condition and will receive repair experience over time as they repair your ship. I recommend a dedicated repair crew member for the job. Manually repairing ship systems can apply bonuses based on your current repair skill and perk selections.
ADDED: SALVAGING PERK LINE
ADDED: CRAFTING PERK LINE Skill tier bonuses reward reduced chance of negative conditions, bonus finishing points at the start of crafting. Perk selections apply bonus action points, item durability, reduced negative condition duration, and positive condition bonuses for weapons, mods, armor, shields, and ship equipment. ADDED: SCHEMATIC REVIEW IN SALVAGING DISPLAY You can now view your unlocked schematics in the salvage display without needing to travel to a crafting table. ADDED: NEW DEVICE - THE AMMO CONVERTER A new device is available from Varadyn faction vendors that will allow you to convert any type of ammo into other types of ammo. The UI is simple to use and you will can convert standard and heavy weapon ammo at the following ratios:
UPDATED: Perks or skill tier bonuses will be rewarded every 5 levels. Perk selection and preview has been completely overhauled so you can preview all skill perk and tier bonuses through skill level 100 at any time. Perks are still situational and you can switch between selections in each group as you have in the past. IMPORTANT: You may need to assign perks in your current save now that these changes are posted. In many cases you may have a few perks available that you did not have before. UPDATED: First aid perks overhauled - Reduced perk bonuses to healing, they were OP. Max skill tier bonuses grant a +75% bonus to healing in addition to the base medkit healing values (small, medium, and large). Perks now focus on removing status effects. UPDATED: Explosives perk line revised with a focus on improved damage and inflicting status effects. Tier bonuses focus on CRIT and accuracy. Perk bonuses can apply addition damage and status effects:
UPDATED: Weapons, armor, shields, and ship equipment all degrade over time with use and damage. You can repair these items by hovering over equipped items, inventory, stash, cargo, and ship equipment in the various menu's and pressing [SPACE] on your keyboard. UPDATED: Maximum weapon skill level when crafting weapons is now uncapped - max skill level is now 100. UPDATED: The currently selected crew member is not reset when transitioning between ground locations. UPDATED: Removed perception requirement in extended rollover UI for displaying target resist values. I'll likely tie the display of additional resist information to another system. UPDATED: On the character information screen, when selecting a new crew member, the selected skill is not reset to rifles making it easier to compare perks and skill info between crew members. UPDATED: New SFX for most ranged weapons. UPDATED: FTL sound effect volume reduced. UPDATED: Reduced amount of ammo dropped now that ammo converter is available. I'll likely adjust this over time with more playtesting. UPDATED: In HARD and EXTREME ground difficulty modes, auto regeneration of HP after combat is disabled. You will need to heal crew members with medkits.
UPDATED: Increased melee proc damage from frequency modulator mods. FIXED: PC's now display the correct amount healed in-game log if healing exceeds maximum health. FIXED: When gaining a skill level in crafting, salvaging, and repair, a notification is sent to the screen. FIXED: When various menus are open, key input for ship control is blocked (E.G. afterburners, thrusters, etc). FIXED: When crafting ship equipment, some of the items were displaying an incorrect finishing item in the last stages of crafting. FIXED: A few calculation errors in the progress toward the next skill level display on the character information screen. FIXED: A rare case where beacons and ship ammo could be moved into the player backpack and stash inventories. FIXED: A rare case where a crew member could die from a DOT (bleed or poison) at the end of combat leaving the game in a state where combat does not end. FIXED: If a crew member is not assigned to the ship electronics station, you cannot scan ships or planets. A message is displayed on the screen in cases where a crew member is not assigned. FIXED: Ship vendors now display whether a turret is a general turret mount or a missile mount in the ship information display. FIXED: Ship hull damage cannot be repaired using the repair button in the ship info UI [K] when boarding an enemy ship. FIXED: Crafting and salvaging menus now ignore background click events while displayed. FIXED: Numerous small UI fixes/updates. There are a lot of changes in this patch. I'll keep an eye on the forums over the next few days and patch any issues that pop up. Thanks as always for supporting Stellar Tactics and have a great weekend! |
Here is a summary of the things you can expect for the next content patch. I hope to have this update ready for everyone by the end of next week.
A new slot in the crew manager will let you assign a crew member to a repair station. Repair experience is granted to the crew member in the ship repair slot. Ship damage and ship equipment will be repaired over time as you travel the universe, reducing the need to dock and repair. This will be automated as long as a crew member is assigned to maintenance. Of course, there are some situations where if you do take heavy damage, you may want to manually repair your ship equipment. Ammo converter A new device will be available from Varadyn faction vendors that will allow you to convert any type of ammo into other types of ammo. The UI will be simple to use and you will be able to directly convert standard and heavy weapon ammo at the following ratios:
The device can be used in any ground location including missions. New ranged weapon sound effects - Most of the ranged weapons in the game have new sound effects. I think they sound much better overall and they pack a lot of punch. Schematics can be reviewed in the salvage UI so you can see what you have unlocked at any time. And of course, a number of bug fixes and issues that were on my list. As with all patches, there will be no save game reset you can just pick up the game and move forward from where you left off. Once this patch is released, Ill be finalizing the new weapon special attacks. I had hoped they would be finished at this time, but they need a lot more work. I expect these to be done in December along with a number of other smaller enhancements and QoL adjustments. It will be great to finally be in a place where I will be working on the expanded mission system, more story content/locations, lore, new enemies, more armor sets, faction agents/merchants for the rest of the main factions, and of course - polish. It's been a long road getting to this point. I'm sure a lot of you are looking forward to the continuation of the game story and some of the features that will be unlocked through the story and side missions. As always, thanks for supporting Stellar Tactics! I hope you all have a great weekend. |
I'm releasing the boarding content patch today. Every ship in the game can be boarded and I'd like to hear your feedback on the new system. This is one of the last core systems that needed to be implemented. It will be important as I expand the current mission system adding more variety, branching missions, and of course for the game story where there will be a number of ships that need to be boarded for various reasons. If you find any issues, please post in the bug forums and I'll take a look. As with all updates, there are likely edge cases and bugs that will only show up when people start playing the new content. I'll keep an eye on the forums and patch out any issues.
Here are the patch notes: Boarding enemy ships: To board an enemy ship, you need to first disable the target ship's shields. Once this happens a new icon (subsystem targeting icon) is displayed to the right of the ships targeting menu on the left side of the screen. Selecting this icon will bring up the subsystem targeting menu. At this point, you can choose to target subsystems (weapons, engines, systems). Once a subsystem is selected, your weapons will start targeting that subsystem until you click the subsystem targeting icon a second time to disable targeting for all turrets. Disabling all three subsystems will disable the ship completely and a new button will be displayed. Approach within range of the ship and you can then board. You have a limited amount of time to disable a ship's systems before the crew will repair the ship's shields and subsystems. A yellow bar above the subsystem targeting buttons will fill over time displaying that crews progress toward repairing the ship's shields. Once their shields go back up they will start repairing subsystems and you must bring their shields back down before you can board the ship.
Captured ship repair, salvage, and sale: To sell a boarded ship, the following objectives must be completed: Repairing ship systems above their default state before selling to Arkus will net you a bonus on his final price for the ship. As an example, scrapping all items could net you around 50,000 credits when selling the ship. Repairing all systems to full (requiring a good number of parts) could net you as much as 200,000 credits. Leaving a ship un-repaired and not scrapping any components will leave the ship in a state with a wide variance of value depending on the state of the systems onboard. You must eliminate all enemies on the ship and review all damaged systems before you can activate the beacon at the ship's helm. You can continue to repair and salvage components on the ship at any time, in case you decide to repair or salvage components. Once you place a beacon and notify Arkus, you will no longer be able to activate any ship systems for salvage or repair. In general, you can completely ignore the repair system other than reviewing all systems if you want to. However, as mentioned above, repairing a ship always has a net positive effect on the number of credits you earn over time. The best strategy is to salvage and repair components. Over time, as your salvaging skill improves, you will salvage more parts. As you gain repair experience, repairing ship components becomes easier. SALVAGING BONUSES - These will get rolled into the perks for Salvaging when I release them. All perks will be released in the next content patch - including - Salvaging, Crafting, and Repair. LVL 20 +20% CHANCE FOR EXTRA COMPONENTS LVL 40 +30% CHANCE FOR EXTRA COMPONENTS LVL 60 +40% CHANCE FOR EXTRA COMPONENTS LVL 80 +50% CHANCE FOR EXTRA COMPONENTS You do not need to sell the boarded ship to Arkus. You can always exit the ship and go on about your business. If you dock, land, board another ship or enter FTL space, the ship will be gone when you return. You can exit the ship and reboard as long as you do not dock, land, or FTL from the system. If a ship is in a state where it can be boarded. Over time, a ship will repair it's shields first, then engines, weapons, and systems if there are still crew remaining on the ship and eventually fly away. ADDED EXTREME DIFFICULTY MODE for ground combat. In this mode, the difficulty of enemies of all types is increased (DAMAGE, CTH, CRITS, STATS, ARMOR, etc,) and enemies are raised by one tier of difficulty. In this mode, there is more risk and more reward as enemies, in general, will drop better loot. Crew members will be K.O. on a regular basis. I would not recommend extreme mode until you have decent armor and a good arsenal of weapons that deliver various damage types. --Basic enemies have a chance of being raised a single tier to single skull Elites. --Elites will always be a tier higher. That is a single skull Lieutenant will always be a tier higher etc. --I would not even attempt this mode until you have some experience with the game and decent equipment. --Bring a ton of medkits! --A reasonable level of skill in first-aid is recommended! --You are going to need an arsenal of weapons that do a variety of damage types to switch between. Pay very close attention to enemy resistances and use weapons of the appropriate type. --Switching to or from Elite requires a save and reload to re-initialize all enemies in the area. Any transition between areas will scale the encounters to extreme mode. FIXED - A bug with the area map that could leave characters immobile. FIXED Micro-warp hull visual effect being left on after exiting warp. FIXED - A rounding error when NPC's heal themselves displayed in the floating text. FIXED - A bug that displayed incorrect info for HP and Shields when rolling over KO crew members FIXED - Stability fixes including a few rare lockups on enemy end turns. FIXED - In some cases, combat UI elements could be left on the screen until next turn. FIXED - Crew members are less likely to be left behind when navigating. FIXED - Eliminated character rotation when running upstairs and ramps. ADDED - Occasionally, when looting, an NPC or chest/locker will reward a large sum of credits. ADDED - Progress indicator toward next skill level up is now displayed at bottom of character screen (right panel - bottom) when selecting individual skills as a thin red bar over the progress bar. ADDED - Added a bit of center axis tilt to ships when turning. UPDATED: ION turrets now do minimal damage to ship armor. They may do some minor strike-through damage and strike through perks still apply to ION turrets. UPDATED: Some work done on gravity and physics so characters stay pegged to the ground when running up and down stairs. UPDATED: Enemy ragdoll is more "definitive" with the changes to gravity. UPDATED: Disabled NPC ship conflict in star systems temporarily until I can work out better LOD for this system. It was causing frame rate drops and other issues. UPDATED: All stations in the universe now have recruitable crew members and more of them. This will greatly increase the chance of finding the recruit you are looking for whether that be a male, female, Kchor, or Fabricant. It also increases the odds of finding a crew member with the starting skills you are looking for. NOTE: This only applies to stations you have not yet visited - the change is not retroactive. I hope you all enjoy the patch. As always, thanks for supporting Stellar Tactics! |
Well, Im code complete on the boarding system as of today. Ill be fixing a number of bugs, play testing, balancing, and finalizing everything over the next few weeks. |
Lots of changes below. I'll keep an eye on the bug forums over the next few days for any problems and patch out any blockers or major bugs.
INCREASED CARGO VOLUME: All smaller ships, including the starter ship, have higher base cargo volumes. Cargo expansions for these ships will also be larger (scaled from the base cargo volume of the ship). Adjustments to cargo expansions are not retroactive so you will need to buy new cargo expansions if you want the extra volume. KCHOR + CRIT innate bonus with all melee weapons. + CRIT innate bonus with all heavy weapons. FABRICANTS --Fabricants are less likely to generate negative conditions when crafting regardless of skill level. --Fabricants get a bonus to scanning ships and planets. NEW: ROLLOVER INFO AND RIGHT CLICK EXTENDED INFO HUD A new rollover info display. This display shows additional information at a glance - enemy difficulty, CTH, Remaining AP/Total AP, HP, shield points, and active debuffs. Right-clicking an enemy will display the extended info and targeting UI. I've had several comments that "hunting the pixel" is not fun - so, this revised hud lets you select individual body targets with the extended UI. When this UI is active, the targeted enemy is locked until you right-click again, press escape or the space bar. The extended information displays: --Buttons that can be clicked to attack head, torso, legs, and arms --You can reload your ranged weapon --You can change ranged weapon fire modes --Extended targeting information including min/max damage, range penalties if any and status effects that can be inflicted including the percent chance of inflicting the effects. --Enemy resistance information (innate and shield totals) based on the active crew members' perception STAT. The currently selected weapon damage type highlights that particular resist icon. Note that you can still attack without opening the extended info HUD, add attacks to the combat queue and even fine aim if you want to. None of that has changed. RESISTS: Resists are now more important and can be reviewed by right-clicking enemies with the new popup extended info UI. Higher perception will display more resist information in the extended info popup when right-clicking enemies. Some second and third-tier enemies are immune to certain types of damage. Having an array of weapons that deal various types of damage can help you take your enemies down much faster. You now have options to change the base damage type of melee weapons (see below) to adjust your damage type strategy. Resists have always been in the game, however, without a way to see them, it could seem at times that it took a long time to defeat a specific enemy. With the new display, you can now adjust your weapons to an enemy's weakness. An enemy that might take 10 attacks using kinetic weapons may only take 3-5 attacks using a weapon that does toxic damage. This is more important as your crew progresses. Mitigation is now displayed in the combat log showing damage reduction from shields, armor/perks and defend. PERSONAL SHIELDS REBALANCED Personal shields were OP - they have been adjusted. Several things were done without modifying the loot tables so current shields are still viable without a reset. --"The slow blade" - Melee weapons deplete shields faster than ranged weapons. --The cost of recharging shields is now increased. The result is energy reserves for shields are depleted faster. RIFLES AND HEAVY WEAPONS --These weapon types now incur a ranged CTH penalty (unwieldy) when fired at close range. This promotes the use of sidearms and shotguns in close combat situations. You either need to move to range, or use your sidearms if you do not want to incur the penalty. There may be skill tree selections that adjust this penalty down when the skill tree's go in the game. A red rifle icon will display on the rollover info UI if the penalty is being applied at your current range to target. SHOTGUNS --Range slightly reduced for any newly purchased, dropped or crafted shotguns going forward. SHOTGUNS, SMG'S, AND FLAMETHROWERS These weapons now have a chance to inflict spread damage in a cone in front of the firing combatant. This effect only applies to enemies within a certain range directly in front of the firing character and applies up to 20% of the initial base damage to enemies in the weapons field of view before mitigation. This value will be increased with future changes to weapon skill tree selections. Status effects have a chance of being applied to secondary targets. --SMG'S MUST BE IN BURST OR FULL AUTO MODES MELEE WEAPONS Frequency Modulators now allow you to add specific damage types to melee weapons ( thermal, electric, toxic and bleed). In addition to changing the base damage type of melee weapons from kinetic, these mods also have a chance to trigger an additional damage burst that bypasses all defenses, including Defend. The new secondary effect on this mod type replaces the critical modifier which was redundant and applied by other mods. Bleed and toxic augments also apply the bleed and poisoned status effects. Crafting adjusted for the changes above. When a Frequency Modulator is equipped, melee weapons now display a unique particle effect associated with the various damage types. The above changes also apply to NPCs in the universe. Changes to Frequency Modulators are not retroactive, so older modulators will have the +CRIT secondary modifier. Attacks of opportunity always inflict kinetic damage regardless of the modded damage type - at least for now. PUGILIST WEAPONS Pugilist weapons are in the game now. They are a way to augment to your melee skill with mods and damage bonuses, no special visual weapons are equipped at this time. --While pugilist weapons to apply a small amount of base damage that scales by level and quality, primary damage derived from the characters skill level and stats. --Mods - Melee mods and nano's can be applied to pugilist weapons bringing them in line with other melee weapons. Overall, pugilism is very effective. --Crafting - You can craft pugilist weapons by deconstructing weapons you find. Schematics can be found by salvaging pugilist weapons or as rare random drops. --You do not need to equip pugilist weapons to fight hand 2 hand, just unequip your current weapon as it has always been. --Starting a new game and placing weapon points in the pugilism weapon skill will equip a starting pugilist weapon. --Pugilist weapons can be equipped in primary and/or secondary slots. UPDATED COMBAT BLOCKING/NAVIGATION You can now move through your crew if they are blocking corridors or doorways. NPCs can still block you and you can block NPCs. IMO, this change is a huge improvement and I think a lot of new players were put off by being blocked by their own crew members. Being able to block an enemy is a tactic. Crew members and NPCs now have discreet areas around them where movement is blocked. That is, you cannot click in a character's immediate area. This helps with pile-up and should help with missed combat clicks that move your crew when you intended to attack. Crafting --Reduced the chance of positive and negative crafting conditions --Increased EXP gain for salvaging and crafting FIXES AND UPDATES FIXED: A bug related to key binds for the Q and E keys between space and ground key configurations. FIXED: Double-clicking area exits could lock the game up in some cases - especially on the Dauntless when leaving. FIXED: If a PC is in defend mode and hit during a round of combat, the display of the defend icon is correctly removed from the display. FIXED: Status effects (toxic, bleed) that were mitigated completely by "Defend" are no longer applied to display 0 damage per tick. FIXED: A number of fixes for occasionally missed clicks in the environment. FIXED: Help hud not displaying in some cases. FIXED: Intelligent Phage now have shields. FIXED: The stash list no longer resets to the top on various actions. FIXED: It was possible to add more than 10 crew members to your crew roster. FIXED: Stairs in a specific mission location where you could get stuck. FIXED: Broken dynamic lighting in one of the stations. FIXED: If KO with status effects - status effects are now removed when you stand back up after combat. FIXED: A bug that was deriving scanning bonuses from the incorrect crew member. FIXED: In combat, if crew members are blocked by enemies and have a very long alternate navigation route to the target, they will no longer take the long route and a message is displayed to the screen. FIXED: At level 80+ of melee skill, it is no longer possible to move small distances in combat (one node) for free. UPDATED: Enemies in combat with the player no longer highlight when pressing the highlight key and cannot be targeted. Use the facing button while in combat - there is no AP cost to use this option. UPDATED: If a NPCs target is blocked, they now make a second check for a new target nearby. If not, they handle various "blocked" tasks, like healing, looking for cover, etc. UPDATED: Global tuning of enemy mitigation and shields. UPDATED: Increased EXP gain for hacking and first aid UPDATED: CTH values for burst and full-auto modes reduced globally based on range simulating less control when using these fire-modes. UPDATED: CTH Values reduction values for various body parts are now fixed regardless of skill level, with the torso always receiving full CTH at any range. Head, arms, and legs receive a CTH penalty and bonuses to various status effects and damage. UPDATED: Increased damage from "Bleed" and "Poison" status effects UPDATED: Increased base damage from frag grenades UPDATED: Numerous changes to resistances across all enemy types UPDATED: Modulators and barrel mods now drop as loot more often and are the primary +DMG mod type for ranged and melee weapons. I'm looking forward to your feedback on this patch. As always, thank you for supporting Stellar Tactics! |
I've been working hard on this next patch. My goal with this is to address a number of weapon class balance issues, weapon differentiation, navigation, blocking and more. Check out the video for a preview. |
Today's patch includes a number of performance enhancements, a pre-compiled shader system, and a few QoL updates. |
It's been an amazing year for Stellar Tactics. I'd like to thank all of you for your support and patience. It's not often that you see such a positive and supportive community. I owe you all a huge "Thank you!" for all you have done for the game, your feedback, and for making this game what it is and will be.
Kchor
[h2]Here is a list of fixes/updates/additions in this patch.[/h2] ADDED: The Kchor and Fabricants. You will find these two mutations on stations throughout the universe. Fabricants and Kchor can now be recruited as Mercs and added to your party when exploring. UPDATED: Several Shikaru armor materials updated UPDATED: A number of weapon SFX for timing UPDATED: Ranged weapon muzzle flash lighting UPDATED: Weapon, armor, shields, and mods now display a colored border based on quality in the equipped slots for each crew member. The quality level of these items now has a dedicated display field in rollover info. UPDATED: Hundreds of animations updated - including increasing overall speed of animations in combat. --Animation timings on end walk in and out of combat for less delay when navigating. --All human animations adjusted for less foot sliding, better hit animations and overall speed --Fixed a large number of wonky animations that have been plaguing the game for a long time. --A number of enemy animations updated --Unique animations added for 2Hand Pierce weapons --Mapped all animations to the KCHOR --Mapped all animations to the Fabricants --I have a number of animations that I am still working on and there are a few transitions that need to be fixed. FIXED: A bug that would cause music to stop playing in some cases. FIXED: A bug related to sound volume settings not being correctly saved and loaded. FIXED: In some cases, it was difficult to enter your first starship after exiting the Aznari Ruins. FIXED: A number of broken weapons SFX. FIXED: When loading to space, rarely the ship camera would rotate uncontrollably. FIXED: A number of stability fixes. FIXED: A bug with crafted epic tier "laser beam" turrets. FIXED: A few typos. Note that as with all new patches, shaders will need to compile causing a short period of "hitching" for each area with new materials that need to be processed. This goes away in a short time once the shaders are compiled. Thank you as always for supporting Stellar Tactics, and happy holidays! |
I've had a bunch of requests to start a wiki for Stellar Tactics and I'm happy to say that the wiki is live now! |
Todays patch adds the first pass at the crafting and salvaging system. The crafting system lets you craft almost every item that can be equipped in the game other than faction armor, ammo, grenades, and devices.
Crafting - Once you unlock a schematic, you can craft the item. All schematics come in various quality tiers that need to be unlocked. Schematics are also a very rare drop from loot crates, cargo containers, enemy packs, and lockers. Crafting requires a number of items:
Rare earth minerals and finishing items are optional, however, they are very important and you could end up with a sub-par item if you do not have any on hand when crafting. To craft an item: Processing: Finishing: About progression:
Grenades and ammo will have a separate utility device that will let you break down these objects and craft other ammo types. That will come in a future patch. The patch includes entries in the in-game guide for salvaging and crafting for reference. Armor visual types are random for now until I can get more sets in the game. Ill also likely add an appearance slot in the future that lets you equip a visual appearance of your choice. The faction armor set appearances are reserved for faction armor. Perks are not available for Salvaging and Crafting at this time. As usual, Ill add those after I gather more feedback on the system. Note: Salvaging has been moved to the general skill area. It is no longer a space specific skill. There are a few other things Id like to do with salvaging salvaging enemy ship wreckage and various items found in ground exploration locations. I hope you enjoy the crafting system. Ill be reading feedback on the forums and will make adjustments over time. So, whats next? Ill be updating the ground combat animations and adding weapon-specific special attacks. Ive gathered a lot of feedback from the community and there will be a few new options for targeting enemies and displaying target information. In general, Ill be taking a deep dive into the combat system and adding a new pass at polishing the ground combat system. After that, boarding. I have everything I need for this now including all the ship interiors. I know many of you have been waiting for this and Im eager to get started. General patch notes and fixes: FIXED: A rare case where ship cargo could not be looted FIXED: A rare case where incursions would not trigger FIXED: Duplicate stats on high-quality armor FIXED: Map, load/save and cargo storage screens close with the ESC key FIXED: A few UI font scale issues FIXED: A few typos FIXED: A bug related to the correct rollover info displayed for equipped devices UPDATED: FTL Drives and refineries are now dropped as loot in ship containers UPDATED: Stun grenade effect reduced from three to two combat rounds UPDATED: Frag grenade damage increased UPDATED: Gas grenade damage increased per round of damage As always, thanks for supporting Stellar Tactics. |
Crafting requires schematics that are unlocked as you salvage items and learn more about them. Schematics can also be very rare drops from various enemies and in ship crates. Over time you will gather a large number of schematics that can be used to craft gear for your crew and parts for your ships. Assuming you have a schematic and the required resources (components and refined ore) you can begin crafting by selecting a crafting station found on trade stations across the universe. Ill also be adding crafting stations to ship interiors when I patch the boarding system into the game at a later time. Once you find a crafting station, you can select a schematic and the table is automatically filled with the resources you need to craft the item. Refined ore and rare earth minerals are pulled from your cargo hold and from the station's storage when crafting, so, you can stockpile these items on stations if you want to. Components and refined ore are required. However, it is very important to also have a good stock of rare earth minerals and finishing items. Some crafted items have additional options you can select. For example, beam pistols and rifles have options to select various damage types. Ship equipment requires you to select a ship type. Your current ship is always selected by default. You can re-roll the base stats for most items. Ground weapons are the exception as they scale on the weapon skill of the crew member. When crafting a weapon, you can select crew portraits to preview the weapons stats on that particular character. Rare earth minerals At various stages in crafting negative and positive conditions may develop. If you do not have the appropriate rare earth mineral, it could cost you finishing points, increase your chance for a crafting process failure and decrease the number of actions you have resulting in a lower quality item. Having the correct rare earth minerals will also let you trigger bonus effects for additional finishing points and extra action points. Finishing items The last stage of crafting is finishing. At that point, you should have the correct finishing items from salvaging to take advantage of allocating finishing touches to the item. These additional points increase the effectiveness of the item you are crafting. In general, high quality crafted items will always be better than item drops or equipment found on vendors. The exception to this will be some of the new bosses that will be coming to the game and perhaps faction gear which will see a re-balance in the near future. When crafting weapons, especially higher quality weapons with mod slots, those slots are unlocked based on the quality of the crafted item. In addition, higher quality items unlock more finishing options so you will need to keep an eye on conditions when they pop up. Thats all I have to show for now. I hope you enjoy the first look at the crafting system! |
Thats all I have for now. Thanks as always for supporting Stellar Tactics! |
I'll keep everyone posted as I make progress. FIXED: Completed eliminate missions now display the green "cleared" state on the mission objective map if an area is cleared after the primary "eliminate" mission objective is completed. FIXED: Hacking tool no longer displays stats. All hacking bonuses were moved to perks a while ago. FIXED: If you were queuing up attacks and ran out of ammo when using the combat queue - the game would lock up and you would need to reload a save to continue. Bad bug - thanks for reporting it! FIXED: A very rare case where some system configurations could not load required DLL's at the start of the game causing a forced exit when clicking past the EA display screen. FIXED: A bug that would display "NONE" in the dialog field instead of Dr. Emily Jensen while in the Ruins. FIXED: A number of typos. UPDATED: Key binds would not allow binding of the up and down arrow keys. All key binds have been reset and you will need to re-map your keys. I am looking into key binds for grenades and med-kits for a future patch. UPDATED: When a weapon is equipped, mod slots are now clearly labeled in the weapon mod slots menu as "Mod slot not available". This should make it less confusing when players try to identify equipped weapons that actually have mod slots. UPDATED: Added arrows to the portraits on the character information and inventory screens so you can scroll through active crew members with the mouse rather than using the F1-F4 keys. The F1-F4 keys still work if you prefer to use them. UPDATED: Adjusted ship materials so they load faster resulting in less hitching when NPC ships are loaded in star systems and the FTL map. ADDED: "Steering" mode for ships. Holding the left and right mouse buttons will now place the camera behind and slighting above the ship. You can move your mouse in any direction to steer the ship in this mode. Additionally, the left and right turn keys used while in steering mode will accelerate turns. Releasing the mouse buttons will return control to the normal state. Thanks as always for supporting Stellar Tactics and I hope you all have a wonderful weekend! |
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Added Refining: You can purchase and equip a refinery on your ship. Refineries let you convert raw ore to refined ore a more valuable commodity. Refined ore is used for crafting items and across the universe for building stations, colonies, and goods. You can purchase and equip a refinery at any ship equipment vendor. Like all ship equipment, refineries are ship specific so you cannot swap them between ships. Refineries equip to your ships hardware mount point. You can refine anywhere - in mission areas, in space, it doesn't matter - as long as you have ore in your cargo hold. So, you could have a ship with a large cargo hold full of ore and go complete a ground mission while all that ore is being refined. Mining perks: Mining perks have been added to the game. There are three lines - Drones, Refining and Mining. Each gives you bonuses to various functions of each of these utilities. For example, selecting drone perks will give you bonuses to drone mining speed and the quality of ore mined by drones. If you already have high enough skill levels in mining, you can assign perks to the skill line as usual in the character information screen. Just select mining from the list on the right and the perk choices will be available. An important note, mining queues off the crew member assigned to the weaponry station. So, bonuses are derived from this crew member and the perks assigned to them. Also, bonuses to the speed of your mining turrets are derived from both the level of mining skill and the perks assigned to the crew member in the weaponry station. Those bonuses are applied to your turrets reload speed. A high mining skill and selections from the mining perk line will produce ore at very high rates at high skill levels. Smuggling deserves more than just a simple on/off switch. I'll be adding a bit of storyline very soon that will allow you to unlock smuggling. Contraband items are in the game now for the trade-net, however, they are hidden until I do a bit more work on this system. There is now a very small chance that you will be attacked by hostile ships when entering a star system. You will be warned if this is the case and have a few seconds to put your shields up or micro-warp away from that area. The chance of this happening is slightly higher if you have active delivery contracts. Guide entries have been added to the in-game guide for the Trade-Net and Refining. You can find the guide by pressing H and selecting the Guide button at the top of that screen. General fixes: FIXED: In large open areas, a very long path was generated in some cases for the selected PC that would cause the framerate to drop. FIXED: In some cases, loot dropped by enemies could not be selected if the loot dropped on a stairway near a door. FIXED: A dupe exploit related to cargo storage. FIXED: Incorrect info displayed in a few rollover labels. FIXED: A bug related to recruiting a heavy weapons NPC that would overwrite the primary PC's ranged weapon ammo type. This fix is not retroactive. FIXED: You can now eject cargo while in FTL space. FIXED: The cargo volume label at the bottom of the center ship panel now updates correctly as ore/cargo are added. FIXED: The beacon icon in the lower left of the screen while in space now disappears correctly when moving away from a jump point. FIXED: Drone menu in space and in the log->map window now responds to the ESC key to close the menu. FIXED: Opening and then closing the Steam overlay would break movement at ground locations until ESC or a menu was opened or closed. UPDATED: The cargo list on the ship info screen now updates every second. The number of cargo items is also updated. UPDATED: When rolling over systems on the star map, system names in the info popup with a "*" next to their name have a beacon placed. UPDATED: Cargo storage terminals now have a unique icon on the radar. UPDATED: Adjusted rollover info for ship equipment so it's clear that the equipment fits ship type, not ship class. |
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Hi all! I decided to set this week aside for a major update to the loading code, QoL improvements suggested by the community and a number of urgent fixes. No screenshots this week, just a bunch of things you've asked for that I needed to "get done". Here are the updates and fixes. Hope you all have a great weekend and thanks as always for supporting Stellar Tactics! |
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Hi all - another patch is ready for release. Today I'm adding a few things - specifically a first pass at improving the pace of combat, new elite ship crews, the ability to sell all the scan data you've been accumulating and a new search feature for the star map. Here are the notes and I hope you enjoy the changes! |
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Hope you all had a wonderful Holiday! I thought I would share a quick progress update. The last few weeks I've spent most of my time getting the first set of 10 new ship models in the game. I'll release these with the next patch. |
First, I'd like to wish all of you a very Happy Holiday Season and thank you for a great year! This is the second patch as promised that provides additional bonuses to end mission loot, a new device that lets you scan for lifeforms in mission areas, a cleanup pass on the movement/interaction system and more. This is the last patch this year, and it has been a very busy year indeed. I have big plans for 2019 and I hope you enjoy the content and updates to come. |
As promised, here are a few of the items I mentioned I would get in before X-Mas. This patch adds new options for sorting and marking inventory items. Stellar Tactics has tons of loot and inventory management was a hassle. You can now mark items for sale, sort items in the vendor UI's and bulk sell marked items and vendor trash. You should also see a large increase in the cash rewards from incursions and a large increase in the credits earned from selling loot to friendly factions. Hope you enjoy the update: |
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Notes for patch 0.151 FIXED: Rollover compare info when using F1-F4 keys was not displaying the correct team member when reviewing inventory in space. FIXED: Mining skill was capped at level 60. You can now level this skill to level 100. FIXED: You can no longer move team members while translocating out of a mission area. FIXED: Stacked items like grenades and med-kits placed in your stash now stack. If you have unstacked items, drag them to your backpack and then back to the stash to free up slots. FIXED: Mining ships and other ships launched from hostile systems are now hostile. You will still see other factions that may be friendly, neutral or wary entering these systems. That is intended. FIXED: At times the docking icon was displayed and would not work until you were closer to the trade station. If docking icon is displayed, you will always dock. FIXED: A rare crash when tab-targeting in space combat when in combat. Please let me know if you see this by posting on the bug forums. I've added additional debug info to help me locate the issue if it turns up again. FIXED: Explore planetary locations now correctly display the "CLEARED" flag when selected if that location was actually completed. I'll be adding this to cleared hostile sector stations soon. FIXED: Fixed a bug that would leave sold item icons (healthkits etc.) in the inventory even though they were not valid. FIXED: A few typos UPDATED: You can now shift-click to move items from your stash to your inventory. UPDATED: Increased the amount of experience received at lower levels when mining. There is a leveling curve applied to EXP gain that more closely follows skill and equipment progression. UPDATED: Reduced EXP required to gain skill in hacking by 20%. This will change when more hacking devices of various quality go in the game. UPDATED: Increased the value of all dropped items found in ground combat including vendor junk items, armor, weapons and mods. Ground missions now generate more income overall from loot. UPDATED: Added debuff timers to the rollover status icons for bleeding, hobbled, crippled, poisoned, stunned and EMP status effects. These show the duration in turns of any active status effect that is on a timer. ADDED: In addition to the LOS line indicators, I've added a cover icon to the movement destination cursor. It should help you identify areas where cover is available. ADDED: Added a beacon guide entry to the in-game guide. Cumulative patch notes since the last announcement 10/5/18 - 0.150 FIXED: Station names in loading screen were incorrect. FIXED: An exploit related to equipped armor. Thanks for pointing this out. FIXED: Selecting a planet with a mission location and then selecting a planet with no data will clear the mission data information from the planet UI. UPDATED: Crouch/Stand animations are more responsive. UPDATED: Crouched swap weapon and leave combat animations more responsive. UPDATED: Help menu can only be opened if other UI's are closed like inventory, crew manager etc. The help menu cannot be opened over the main menu. UPDATED: Hacking success or failure is displayed on the screen when a hacking attempt is completed. UPDATED: Enemy loot packs now have a larger hit box. Should help on stairs and near doorways. UPDATED: Better handling of tooltip info so it doesn't refresh with minor mouse moves in stash, vendor lists and inventory. UPDATED: When in vendor UI, you can now press F1-F4 to compare the rolled over item to any active team member. UPDATED: When in your inventory and stash, pressing F1-F4 updates the compared item in the tool-tip to the active team member. 10/2/18 - 0.149 FIXED: When selecting stellar objects in the upper left space hud, you can no longer click though that UI and accidentally select planets and other objects. FIXED: When on surface after leaving ruins, clicking an enemy target could move the character instead of firing a weapon or walk-to and melee. FIXED: One of the cave systems had a number of linked enemies - added LOS blocking FIXED: A few floating enemies in one of the cave scenario sets. FIXED: Healthkit and grenade bars are hidden when transitioning between areas FIXED: When looting ammo the weapon display ammo count is updated immediately FIXED: A display error in the inventory ammo area that could concatenate the number of ammo you actually had in some cases. FIXED: Pharris Mace AK-7 number of turrets corrected in merchant and ship displays. FIXED: The approach button on the selected ship popup UI now works as intended. FIXED: A bug with the planet scanner that could add incorrect nodes to planets that were already scanned. FIXED: A bug with the planet scanner that was resetting the new "SCANNED: NO SURFACE LOCATIONS FOUND" message. FIXED: Lockup if you opened the crew manager during combat. Crew manager is now disabled when in combat. FIXED: A rare lockup when boarding stations. UPDATED: Adjusted the information displayed for the return location when a mission is completed. It now gives you the system name, the planet (e.g. Angos IV) and whether the return location is an orbiting station around that planet or a planet based station. You can always select a finished (not yet turned in) mission to center the star map on that system and select that star system in the upper left system UI panel. From there, you can approach that system while in FTL space. I'll be adding better information handling for missions in the future. UPDATED: Expanded the range for station docking. Some stations are large and in some cases you had to fly above or below the station to get the docking icon. UPDATED: Better targeting handling in combat. If your cursor is over an enemy, and the cursor is a targeting reticle and you click, you will not move. Should resolve unintended movement. You can also always use the combat queue or hold down the TAB key to avoid unwanted movement when targeting enemies. UPDATED: Increased the maximum number of loot drop crates from ships from two to three per ship. --Maximum drops from ships will only take place in systems that are 9 levels below your current average ship crew level. Fighting ships in lower level systems results in less loot dropped. NOTE: Rare and Legendary loot will only show up as loot from destroyed ships and on vendors if you are over a certain average level (average ship skills - piloting, weaponry, targeting and electronics) - likely the reason some of you aren't seeing these items drop from ships and on vendors. This is not a change, it's been this way for a long time. Legendary - average level 15+ Rare and exceptional - average level 5+ UPDATED: Updated the faction agent guide entry to add information about the Halamis Translocator (for teleporting out of mission locations) and a description of how to return to the mission faction agent when missions are completed. HOTFIX 9/30/18 - 0.148 FIXED: In some cases when recruiting a mercenary, the game could lock up. 9/28/18 - 0.148 FIXED: A error where if you removed a crew member using the crew manager leaving an empty slot between other crew members, movement would break and a team member or team members would not move correctly. FIXED: Selecting an object in the system object list in the upper left of the screen, then selecting a ship and then again selecting the selected object in the list would not display the targeted list item. FIXED: If mining with a full cargo hold, mining ore containers will time out after 60 seconds and despawn. If you were mining for a long time and not scooping ore, you could end up with thousands of them which over time could crash the game. I've adjusted EXP a little for ground combat. Not really a tuning pass just a mild tweak. --Increased melee damage EXP a little. --Decreased ranged weapon EXP a little. Adjusted the drop rates for rare and exceptional items. Vendors are also affected. It's still way better than it was before, but that last patch was over the top. I'll be doing more work on this over time. 9/27/18 - 0.147 UPDATED: Updated messages for powering up turrets and a warning if you are trying to mine asteroids without a mining turret. UPDATED: When in Achmedius in your starter ship (only the starter ship), only one enemy ship will be launched during incursions. If you leave Achmedius, the incursion system works as it always has - launching a random number of enemy ships. The enemy ships spawned in this case are always weaker than the starter ship. This is to give new players a chance to learn space combat without getting fragged - that is as long as their ship shields are up. UPDATED: Wherever you are in the universe, if you do not have a beacon placed in the Achmedius system, I've placed one there for you automatcially. Should help those of you who may get lost in space. Just approach any FTL point (jump point in the upper left object list while in space) in any system and as long as you have 5 fusion cells in your inventory, you can translocate back to Achmedius instantly. UPDATED: Added additional information that tracks tasks during character creation and displays remaining tasks to complete before starting the game. UPDATED: Ship equipment vendors now have a better assortment of rare and exceptional equipment. Legendary equipment should be more common on vendors. UPDATED: If you select single movement mode (SPACE when not in combat), that team member will walk to and interact with objects and NPC's in the environment. In group movement mode, the closest teammember will interact with the object. UPDATED: Selected team member portrait is now highlighted in and out of combat. UPDATED: Camera FOV indicator on radar is brighter now. You can use this indicator to set a frame of reference in the location you are exploring. For example, rotating the camera FOV so it points north will help give you an idea of where you are and where you have been. UPDATED: When scanning a planet, the NO DATA message has been replaced with a new message letting you know that you scanned the planet. The NO DATA message appears if you have never scanned a planet. There are a few remaining bugs with scanning that I'm looking into - nothing game breaking. FIXED: Ship warp engines on merchants now provide correct power values for various quality tiers. Ship engines for some ships, especially some of the trading vessels like the Talon, were being generated with very low power output. Warp drives for fighters and interceptors were generating too much power. FIXED: An edge case with key input for camera panning that could cause camera movement to stick when edge scrolling. FIXED: When exiting the Abandoned Research Facility via the exit door, you will transition to the staging area of the facility instead of space. FIXED: You can no longer quicksave the game before speaking with Dr. Rhamus on the Dauntless the first time. FIXED: You can no longer quicksave the second you enter combat. FIXED: Visible line of sight indicators are now hidden when selecting end turn options. FIXED: An edge case that reset the currently selected team members voice when editing team members by clicking their portraits in the character information and equipment screens. FIXED: Rolling over portrait icons in the left combat order queue UI now displays the correct rollover information at the top center of the screen. When rolling over the icons, enemies are highlighted so you can distinguish their position against the order in the queue. 9/23/18 - 0.146 FIXED - An edge case where when taking missions from Zabin Morbain, garbage text was displayed in the mission window. FIXED: An edge case that was keeping ore from spawning when mining asteroids. IMPORTANT: Left click on enemies can occasionally be finicky. I'm working on a right click menu popup that lets you select the body part you want to target. It will display CTH values for each of the attack positions and you can just select your choice. I'm hoping to get this in and tested by the end of next week. High perception stats will also display additional information like enemy resists. I'll need to test the resists display a good bit so, this may not make it in when I patch the new targeting UI. Meanwhile, holding down the highlight key (TAB by default) while aiming/attacking will block movement of any kind so you can avoid unwanted movement. If you use the combat queue, when holding the SHIFT key while attacking, movement is now blocked. Shift is the default key for the combat queue. You can read more about the combat queue by pressing the "H" key while exploring ground locations. It is important to know that when holding the shift key, you can click multiple times to queue up attacks. When ready, press the space bar and all attacks will be made at once. When queuing combat attacks, you can press the "BACKSPACE" key to clear the attacks in the queue. The combat queue can speed up combat when making multiple attacks. 9/22/18 - 0.145 FIXED: When trying to shoot Full Auto, the game required 12 ammo to be loaded - this was recently reduced to 8 shots from full auto weapons and the game now only requires 8 ammo loaded into the weapon. FIXED: When mining asteroids that are not in the asteroid field, no loot cans were being generated. Asteroid fields were working as intended. FIXED: Dismissing a crew member causes the remaining crew members you may select in the list to not be correctly selected, displaying incorrect stat data for that character. This did not affect the actual crew member selected and dragged and your saves and mercs are fine. It was just a display error. FIXED: Better handling for opening and closing the crew manager which could get stuck in a state where it would not close and accept unintended click and keyboard events when open. |
Star systems on the Star Map in your log are now colored by faction. Red systems are hostile, blue neutral, yellow wary and green are friendly. When entering hostile systems, ships will spawn and intercept you. They will continue to launch ships as long as you are in a system. You can stay and fight, scan planet surfaces for stations and event locations, board hostile stations or leave the system. They will continue to hunt you until you destroy them or leave the system. Landing on a station or ground station in a hostile system will set that location hostile and exploring those locations will result in combat. Clearing one of these locations will net you rewards and faction. No tokens are rewarded. Ships will occasionally spawn in all systems and harass you. Mining for ore now has an added degree of risk. You are less likely to be harassed in systems that are controlled by factions that are not hostile towards you. They will continue to hunt you until you destroy them or leave the system. Equipping your mining vessel with good shields and armor and making sure you have one or two dedicated weapon turrets is usually enough to fend off the enemies if you are in lower level systems. Destroying these ships will spawn loot so - bonus! If you see the message "Enemy ships inbound" and you are not yet ready for space combat, I'd head for the nearest station or FTL to FTL space. Scanning planets in systems may reveal exploration opportunities. If you clear an exploration location you will get a reward and faction. No tokens are rewarded. Two new faction armor sets, one for Varadyn and one for Shikaru. Doing agent missions for these factions will net you tokens that you can use to buy this armor. I'll be adding faction weapons in a future patch. A new keybind that takes you directly to the ship UI, "K" by default. PageUP and PageDown now zoom the camera in and out incrementally when exploring ground locations. The crew manager has been added to the game. You can access the crew manager on the ground and in space using the "M" key. The crew manager is only available once you return Rhamus and Jensen to the Trade Port in Achmedius. You can find new crew members on the Achmedius trade station and stations across the universe. They are usually located in the sleeping quarters area of stations and ground facilities. Speak to NPC's you find and some may choose to join you. Accept their offers and review their skills in the crew manager. If you don't like their initial stats, you can dismiss them and find another.
Data Beacons: These can be purchased from ship equipment vendors. If you approach a FTL point you will notice a new icon in the lower left of the screen. If you have data beacons in your inventory, you can drop a beacon in a system. You can then teleport back to that system from any other system in the universe instantly by approaching a FTL point, selecting the beacons icon and then selecting your destination from the list. I recommend picking a home system and placing a beacon there. It can be a place where you store your ships.
CTH system revised. If you have over a 75% chance to hit, you will always connect. You will either get a "Grazing hit" (ranged) or "Glancing blow" (melee). Damage is scaled down based on the CTH value. Between 50% and 75% CTH you still get a second roll that has a low chance to connect with the enemy. Let's give that a try for a while. I'll make adjustments based on player feedback. Note that grazing hits and glancing blows can still be mitigated. At lower levels if the damage value is very low, enemy damage mitigation can reduce this damage to zero. Updated radar: The radar has updated icons and now displays the position of gather items and boss enemies. Vendors have unique icons and mission agents are clearly displayed when they enter the radar. Friendly fire is now off by default. You can turn it on/off in the Options->Gameplay menu at any time, even while in combat. Tutorials are now a Guide. The guide can be found by press "H" and selecting the "Guide" button at the top of the displayed screen. I've added new topics to the guide that cover space combat, mining and more. I'll be expanding the in-game guide over time. Video's have been removed and replaced with illustrations. Note that most of the guide topics have multiple pages as listed at the bottom center of the guide screen. IMPORTANT: Get yourself a "translocator". All Halamis faction merchants carry them including the faction merchant in the Abandoned Research Facility staging area. They are free and instantly teleport you out of any mission location back to space. General bug fixes: GENERAL BALANCE: --Weapon burst mode damage increased --Some balancing to ship combat. A major tuning pass will go in the game with ship perks soon. --Below level 10, ship combat is much easier. It should give you time to get used to the combat system and upgrade your ship. You should still consider upgrading your starter ship as soon as possible. The Dr's didn't really leave you with the best equipment. --Enemies drop better loot overall. More rare and legendary drops everywhere. --Weapons with mod slots are more common as loot drops and from vendors. FIXED: A bug that was preventing doors displayed on the outside edge of the radar from highlighting mission map locations. FIXED: A bug that could make door icons on the radar unresponsive. FIXED: The system info menu opens on the first click now ( instead of 2 clicks the first time) FIXED: The mysterious ghost hair bug is now resolved. Hair was being left in the scene occasionally when a merc joined your team. FIXED: You can cancel the end turn options screen using the ESC key once again. FIXED: A major repeatable crash bug related to opening and closing the load/save menu and then transitioning between areas. FIXED: Music volume settings persist between loading of areas. FIXED: You can no longer attach mods to weapons that do not have mod slots - thanks JODEGAFUN! FIXED: Damage mods can now be equipped correctly to heavy weapons and all damage bonus mod types have received a scaled boost to damage output. Adjusted damage bonus is not retroactive so you will need to find new mods if you want the new adjusted bonuses. FIXED: When adding a new crew member to your team, you will no longer get a default duplicate portrait for that new crew member. FIXED: A bug related to the display of power related to reload speed in the ship UI if no crew member assigned to the weaponry station. FIXED: If stash was full, and you dragged and dropped a item in your pack to the stash, the item disappeared. Thanks Captain Electric! FIXED: Enemy ships would occasionally get stuck circling and ignore the player ship if it was in range. FIXED: In some cases enemy ships could be destroyed, leaving their UI stuck on the left of the screen. FIXED: Some of the cave areas that had bad ground stone object placement. Some other fixes in cave areas. FIXED: DPS and other stats in turret rollover when rolling over turrets on main UI now match the displayed stats in the ship UI. FIXED: Enemy ship UI's on left of screen are reset after combat. FIXED: A bug that was causing enemy burst and full-auto shots to fail on occasion. FIXED: Mining turrets now apply the correct turret reload speeds modified by mining skill to mining beams. Mining turrets are now generated using the same power requirements as regular combat turrets. This change is not retroactive. UPDATED: Random missions (missions not related to the story) are no longer added to the completed missions list. If you had previously completed random missions, they will still be in the completed missions list. UPDATED: Weapon scaling adjusted. Weapons now have an obvious increase in base damage as you level. For example, a 1hand weapon (slash, pierce, blunt) has a base damage at level one of MIN 3, MAX 5. A similar weapon at level 10 has a based damage of MIN 6, MAX 8 depending on the quality of the weapon. Of course, your actual damage is modified by your stat assignments, current weapon skill in that weapon type, perk selections and a few other factors and then mitigated by the enemies shields, armor, stats etc. UPDATED: When exiting a station, you can micro-warp without needing to leave the gravity well. UPDATED: You can now travel to FTL space from anywhere in a star system as long as you are not in combat or a inside a planets gravity well. Jump points are now only required for transolocating between systems. Translocating requires that you place a data beacon in a system. Once a data beacon is placed, you can translocate to that system from any other system. Translocating requires 5 fusion cells. UPDATED: FTL points in systems can now be targeted and approached. UPDATED: Removed auto camera switching while in combat. The view now stays fixed where you placed it during combat. UPDATED: Doubled the number of fusion cells you can carry at one time. They are used for both ship and personal translocation so I wanted to make sure you could carry enough inventory. UPDATED: Increased the number of ground based rockets, flamer fuel ammo and mini-gun mags you can carry. UPDATED: Increased the number of shotgun shells you can carry from 200 to 500. UPDATED: Mission objectives for gather missions and eliminate missions are now displayed on the radar. UPDATED: When in a eliminate mission, as you clear the various locations, the mission status display shows the room as cleared by displaying a green overlay similar to other mission types. UPDATED: Key binds UI in options menu updated so I can expand key binds in the future. UPDATED: By popular request - autosaves now use only 4 save slots (and save files). Each autosave overwrites the oldest available autosave. All previous autosaves are still on your drive in case you need/want them. I'll work on sorting of load/save lists so autosaves are displayed at the top of the list in a future patch. I recommend always having it on. You can find the setting in the options->gameplay menu. UPDATED: You can access the inventory, character info, log and ship info UI's while in space if not in combat without pausing the game so mining and travel will continue while browsing those UI's. UPDATED: Heavy weapon ammo has higher chance to drop and be found in chests. UPDATED: Star Map system icons are now color coded by faction. I'll be adding a way to indicated other useful information in a future patch. UPDATED: The Star Map indicates the location of missions. Selecting a mission in the active mission list centers the map on the target location and sets that system as the target in the upper left info UI while in space. You can then click the approach button to fly to that Star System. UPDATED: Area transitions in the ruins are now automatic and do not require you to click the exit panels. UPDATED: Ion weapons do very little damage to ship hull armor. Other weapon types do less damage to ship shields. UPDATED: Recruited Mercs now have reduced secondary skills when you find them. Previously they were receiving a bonus to the allocated secondary skills for space and general skills. UPDATED: Vendor ore prices vary slightly from system to system. I'll be doing a lot more work on this for the commodities and trading patch. UPDATED: The challenge level increases in systems that have a minimum level requirement of 20. Additional 1, 2 and 3 dot enemies are added to enemy combat groups. More challenge = more reward - they drop better loot more often. UPDATED: Enemy ships are less likely to collide with your ship in space combat. UPDATED: Weapon mods need to be shift-clicked and removed before you can add a new mod. The UI currently displays incorrectly that you can drag and drop a new mod to replace an old mod. I'll get that fixed. UPDATED: A weapons damage type for each hit is displayed in the game log window. Helpful for those occasions when you are wondering why enemies are hitting you for so much damage. Shields mitigate damage types (thermal, kinetic, etc.). If you have low thermal mitigation at higher levels and an enemy is ripping you apart, you can now check against the damage type in the log. UPDATED: Skill experience from hacking increased. KNOWN BUG: Exiting from the Abandoned Research Facility via the entrance door inside the facility places you in space in orbit around the planet the facility is located at. Using the translocator teleports you to the correct location in the facility staging area. And something for those of you who braved the wall of text - for a future patch. Colin has done an amazing job and I'll be getting these in the game as soon as I can. |
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ADDED: Attacks of opportunity:
Combat navigation and blocking has been overhauled. The goal was to improve the way blocking works so it is fair for both the player and the AI. Characters now have descreet blocking areas that work much better than they did previously. You should notice that AI can no longer move through characters when retreating or if blocked in areas by your team members. Enemies also do a much better job of keeping their distance from other characters with this update. You also now have the option to "Wait" in cases where your team members are blocked so you can make adjustments to positioning. I'll be continuing to improve on this system over time. GENERAL FIXES IN THIS PATCH: FIXED: Adding and removing armor with stats (+STR - +END) now correctly update the display of HP in the character info and inventory screens. FIXED: Bleed resist display in character info screen FIXED: A number of rounding errors for weapon damage in rollover info, character information and inventory areas. FIXED: Projectile impacts and damage display are now timed based on range to target FIXED: Grenade throw animations from crouched position. FIXED: When swapping weapons, border highlights now updated correctly. FIXED: When mercs were recruited, they were given 4 less intial stat points than they were supposed to recieve. You are now credited 4 stat points the next time you attack in combat. FIXED: An error in the trade in value for ships based on charisma. FIXED: An error in the display of values displayed in trade menus when items had a value of 100,000 credits or more. UPDATED: You can no longer select team members other than the selected active combatant with the F1-F4 keys and by clicking them while in combat. This was confusing players because they were unable to end their turns if they inadvertantly selected another team member. UPDATED: Missile launcher damage toned down a bit. UPDATED: Adjusted mini-gun damage up a bit. UPDATED: Damage modifiers to burst and full auto - you should see a significant damage boost to both of these fire modes bringing them somewhat in line with the use of ammo and AP expenditure. Burst and full-auto do have a damage penalty to reflect accuracy when firing with these modes. You will deal and receive more peak damage now and will need to mitigate this with healing, especially at higher levels. Time to start using those med-kits. This will be balanced a bit more with the introduction of First-Aid related powers/devices. "Medic!" UPDATED: Heavy weapon damage increased - should give you a reason to use heavy weapons a little more often now. You are going to want to focus fire on heavy weapon enemies and get them out of the way as a priority. A critical with a heavy weapon is devastating! UPDATED: Reduced the amount of ammo used for full-auto attacks for rifles, smg's and pistols from 12 to 8. Damage for this fire mode was just too high with the changes above and ammo use was excessive. UPDATED: Removed level based attack bonuses which were skewing damage. Note that rollover info for weapons is just an estimate based on your currently equipped base weapon damage, equipped mods and a bunch of other factors. Breaking out a calculator is not likely to result in exact damage values. There is a lot of voodoo going on in the background of damage calculations including ranged falloff calculations, stat modifiers and more. UPDATED: Floating fonts for combat and comments. UPDATED: Melee received a boost in damage. With the addition of attacks of opportunity, melee team members also gain an additional boost to damage in cases where combatants try to leave the area of influence (see above). PATCHES SINCE THE LAST ANNOUNCEMENT: HOTFIX - 2/2/18 - 0.122 FIXED: 1 hand blunt weapons will apply Venom and other perk effects FIXED: Nano's now equip to melee weapons FIXED: Haft mods now equip to melee weapons 1/28/18 - 0.122 UPDATED: Load times for all ground based area transitions are now greatly reduced. UPDATED: Exiting the game and transitioning to the main menu are now much faster. UPDATED: Minor stability fix. 1/27/18 - 0.121 FIXED: Ammo looted from space loot crates is now correctly displayed in cases where multiple crates are looted. FIXED: Ammo looted from ship cargo crates now adds to your total inventory correctly FIXED: A bug with skill gain from incursions FIXED: Experience from space combat no longer increments the secondary skill counter FIXED: Rounding errors in weapon rollover UI related to weapon damage FIXED: Rounding errors in information UI's related to weapon damage FIXED: Frequency modulator mods for melee weapons can only be equipped to melee weapons FIXED: Stuns once again work as intended both for ranged and melee weapons FIXED: A material blending error with overhead grids in the facility UPDATED: Bonus damage from damage mods is now applied to all attack types - single, burst and full-auto and applied after damage calculations UPDATED: Increased the cash rewards for facility missions to bring earnings in line with space combat 1/20/18 - 0.119 FIXED: When queuing attacks, the attack cursor stays visible FIXED: In some rare cases, a quicksave could be requested at the exact moment combat was being started. Loading that quicksave could lock the game up the next time you entered combat. FIXED: Melee weapons no longer incorrectly display ammo info and fire-modes on rollover. FIXED: Scavver enemy types occasionally disappeared in combat when they should be in LOS. I'm hoping this patch fixes the problem. FIXED: Display of correct damage values related to damage scaling adjustments in the character info screen. There are still a few rounding errors that I'll correct soon. UPDATED: Shotgun range for newly looted or purchased weapons increased. This change is not retroactive and only affects new items that you loot. REMOVED: Removed verbose debug log data. |
The above is not related to "Azimuth" which is something that will go in the game at a later time. I'll make sure to post regular updates and share videos when it makes sense. Thanks again for your support! Recent patch notes 0.118 FIXED: Trigger group mods for pistols that have burst and full auto modifications now work as intended. FIXED: Merc stat assignments now display correct HP when assigning STR/END in character information UI. FIXED: Assigning points to stats no longer adjust your HP to max while in combat. FIXED: Alpha blending errors in some areas corrected. FIXED: Alpha blending errors when using multiple gas grenades corrected. FIXED: Bright green weapon on or near ground when swapping weapons removed. FIXED: Door to Phestus now works as intended. I had disabled it a while ago so it was always open. FIXED: A bug that could cause the enemy to stop responding if healing inside a gas cloud. FIXED: A bug that would cause toxic gas clouds to continously stack dot damage on combatants. FIXED: When attacking with melee weapons from a crouched position and using the combat queue, it was possible to get an additional attack. FIXED: The crouch/stand icon on the toolbar is now correctly updated when attacking from a crouched position. UPDATED: The 1AP cost to turn your team members while in combat via the tool bar has been removed. You now have unlimited visibility from your position at no AP cost. UPDATED: Double clicking inventory items no longer moves them to your stash. You must shift click or drag and drop items from you inventory to the stash icon. UPDATED: While in combat you can no longer select other team members by left clicking with the mouse. This was confusing because you could have unintentionally selected another team member who's turn was not active and tried to end your turn. If you have another team member selected when it is your turn, you cannot end your turn. You can still select other team members using the F1-F4 keys while in combat or by clicking on their portraits. UPDATED: After rotating the camera using the left mouse button, the cursor is restored without needing to move your mouse. ADDED: If you have the mission "Speak with Scarby" in your active log after you have already finished the mission, you can now return to Hurzog Mining, walk towards the vendor and the mission will auto-complete. 0.117 UPDATED: Labels in space for incursion ships are now orange instead of red so they can easily be recognized and separated from other hostile ships (red labels). UPDATED: Space incursions can be canceled when not in combat while in space. No need to dock anymore. Just click the small cancel icon on the incursion label at the top of the screen. UPDATED: Armor, weapon, mod and shield vendors now offer more items when they generate their inventory. This leads to more options available on the vendors. ADDED: Border highlights for all enemies and player characters in combat - this work is part of the combat revamp - many more changes to come to the core systems. FIXED: One of the mutant types was always hidden when not in direct view, even when using the [TAB] key (default for highlight objects). Could make it difficult to identify the enemy during combat. FIXED: You can once again micro-warp from incursions (assuming your turrets are off) at full speed. FIXED: Ship loot crate labels no longer disappear if you travel far away from the crate. FIXED: Ship loot crate labels no longer appear on screen when the crate is behind you or not visible in the camera view. FIXED: A bug that would allow ship vendors to occasionally sell turrets that would not fit on ships. FIXED: Assigned merc weapons when recruiting them now generate with the correct range and max ammo values. FIXED: Starting ranged weapons for your generated character and team members are now corretly assigned with default range, ammo and damage values based on the adjustments I made a while ago (increased base range for rifles and side-arms, increased base ammo capacity for weapons). FIXED: Mining skill level cap adjusted to level 60 like other skills. FIXED: A bug with stun grenades permanently stunning enemies. FIXED: It was possible for enemies to heal themselves beyond their maximum HP FIXED: Turrets now fire even if you don't have a team member in the weaponry station slot. 0.115 FIXED: A few starter weapons needed ammo and range updates. FIXED: A navigation error in the Vats. FIXED: Another possible fix for the keyboard not responding when micro-warping to a station. UPDATED: UI information lists in space can now be scrolled when dragged and with the mouse wheel. 0.114 FIXED: A crash when launching from the surface near the Aznari Ruins the first time you enter space. Thanks for reporting this! UPDATED: Loading a save game while already in the game world is now much faster UPDATED: Returning to the main menu while in the game world is now much faster - that includes Game Over... UPDATED: Loading screen display updated so it functions like it did before displaying tips, progress etc. UPDATED: When customizing character portraits/names/voices in the popup window after clicking character portraits in the character info window, the arrows to the left and right of the portraits can now be clearly seen. Before they could have been overlooked. |
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And more... Before you get started, please review the Space Combat Guide. At least the first section as it gives you a few very important survival tips. https://steamcommunity.com/sharedfiles/filedetails/?id=1239665795 With the release of space combat, the game should hold over 200 hours of content to max your crew in the best equipment and to acquire the best ships and gear available. I hope you all enjoy the update and I'm looking forward to all of your feedback on the forums. I'd like to thank rebelwolf75, nottrusted, nobrien, Roberto and others for testing Stellar Tactics over the last few weeks. They spent a lot of time in the game and made a lot of helpful suggestions and found a good number of bugs that are now fixed. I've also crushed a good number of bugs unrelated to space combat and made a few enhancements to the game. See the patch notes below. What's next? I'll be taking another pass at ground combat to remove a few annoyances, perfect the blocking system and tighten things up. I'll likely take a few passes at ground combat before the game is finished. Following that I have a bunch of content that's been developed in parallel with the space combat patch that I need to get in the game - content that needs to go in so I can open up the FTL gates. Here are the patch notes: ADDED - You can now eject stacks of items from your cargo hold while in space. Anything you eject is automatically destroyed and cannot be retrieved. Should make mining runs a bit more profitable. ADDED - a reminder message will be displayed that micro-warp is disabled in gravity wells and enabled when leaving gravity wells. UPDATED - If inside the gravity well of any sun, you will start taking damage. First to your shields and when those are depleted, you will take damage to your hull armor. If you stay in the vicinity of the sun your ship will eventually be destroyed. UPDATED: Weapon impacts, explosions and projectile effects updated for all ranged weapons in ground combat. UPDATED: On skill-up, messages are now queued and displayed both on the screen and in the log. UPDATED: Collisions with asteroids are now active. UPDATED: Cargo can now be sorted by all items, ore/gas, commodities and equipment. Commodities are not in the game yet. UPDATED: Afterburner speed greatly increased. Capacitor cost decreased. UPDATED: Ship speed is now based on piloting skill and the equipped warp drive. UPDATED: Micro-Warp speed increased and is now based on piloting skill and equipped warp drive. UPDATED: Interactions with chests, objects and npc's are much faster now. UPDATED: Area exits are now much more obvious. Small panels for area transitions have been removed and replaced with panels that cover doors on rollover and when holding down the highlight key = TAB by default. UPDATED: Base weapon damage now scales per the level requirement of the weapon every few levels. So, you get bonus base damage depending on the level requirement of the weapon and of course bonus damage based on your skills/perks. Enemies get the same base damage scaling. This change is not retroactive so weapons in your inventory use the old range modifiers. UPDATED: Pistols, rifles and heavy weapons have had their range increased. This change is not retroactive so weapons in your inventory use the old range stats UPDATED: You can now mine any asteroid, not just asteroids in asteroid fields. UPDATED: When purchasing ammo (ship and ground combat), the HUD now displays the maximum amount of ammo you can purchase in the pop-up window and the slider is set to only allow you to buy the maximum purchasable amount for that ammo type. UPDATED: Second round of visual polish for the Dauntless - Added addition effects, lighting and grime. UPDATED: Removed the siren effect on all decks except for the VATs - it was annoying while engaging the last part of the Dauntless experience. UPDATED: All areas of random mission maps are now displayed on the mini-map. As you explore, areas that have been explored turn grey. Areas that have had mission objectives cleared turn green. the area you are currently exploring is black with a small compass indicator. Should help better undestand the scale of the area to be explored for missions. UPDATED: Removed the option to generated a full party of team members. When you leave the Dauntless, you can choose only one team member and this was confusing and some felt that it was a waste of their time if they did not read the universe creation screen carefully. The loss of crew members after the Dauntless is a key story element for future story content. UPDATED: Dialog with Dr. Rhamus in ruins revised to add additional dialog options. UPDATED: Addition of a new mission when receiving your starter ship. You are now sent to the Trade Station to gather your team of mercenaries. UPDATED: Loot rewards for the Halamis Facility are now more consistent. Reward tokens and faction are less random so you can better gauge the level of reward for a mission type. Fixed - Can now use F1-F4 in inventory and character info screens to switch team member info when in space. Fixed - System messages are now queued so all messages are displayed to the screen in order. Fixed - When approaching the sun, you will now make an emergency stop. Fixed - A major physics error that could send your ship careening into the sun or elsewhere when you collide with stations and other space objects. Fixed - A display bugs when dragging team members between ship station slots. Fixed - A bug in space when selecting objects that could cause objects in the foreground or another object from being selected. Fixed - You can now re-scan object like planets and ships Fixed - When leaving the Dauntless, in some cases, the selected final team member's equipment was unequipped and placed in the stash leaving them standing there in their underwear once they arrived in the ruins. Fixed - Material error on the trade station - too shiny! FIXED: Ambient audio slider renamed to Music Volume - main menu music volume is not set to your current settings. FIXED: Combat movement when healing will no longer result in negative AP FIXED: Movement cursors will no longer be left on the ground in some rare cases FIXED: When moving, you can no longer loot items. Previously it would appear as if you could loot items from long distances. FIXED: A bug where landing on a planet could take you to another planet landing location FIXED: A long standing bug that could cause extra AP to be used in combat when healing targets that you walk to. FIXED: A long standing bug that could cause your entire AP bar to drain while walking towards an enemy target for attack when wielding a melee weapon or fists. FIXED: A bug introduced by the new navigation icons could cause the player to arrive at target and then rotate in an arbitrary direction when attacking with melee weapons by clicking on an enemy from a distance. REMOVED - Motion blur micro-warp effect - replaced with a new effect. PERFORMANCE: General optimizations for AI in all locations. |
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So, beam weapons are not very useful against shields unless they are Ion based. Depending on the number of mounts you have on your ship, you may want to balance your weapons accordingly. I was trying out a matched enemy ship that had two ion weapons, a missile turret, and two Gauss cannons. I had 2 missile launchers and a few Gauss cannons and the other ship tore me up. I think the key here is picking your fights. I would have been fine against another ship with matching equipment. If I had quality shields that were attuned to Ion damage, I would have likely survived. And now for something different! Missiles come in three base types - explosive, thermal and ion. I'll be adding a warhead settings menu for each missile type that lets you customize their payload for specific purposes like disabling turrets/engines, evading ECM and chaff, range/damage, splash damage and a few other settings. Settings for missiles are a trade-off - each of the below can increase/decrease damage based on how you set up the missile. Missiles are configured once and all missiles of that type use those settings until you change them. This may not be in for the initial release of space combat.
At least that's the plan. Once I get the warhead settings menu in place I'll play test it to see if the system is practical. In other news a third mission set is being worked on now that the caves are done. It's shaping up nicely and will go in the game after space combat is finished. I'll share a screenshot once the lighting is finished. Until next week... |
It's been one year today since Stellar Tactics first released on Steam Early Access and it's been a great year for the game. With the help of the community I've crushed hundreds of bugs, implemented community suggested feedback and the game is very stable with over 100 hours of content with the addition of the Abandoned Research Facility. |
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Overall the Dauntless is now in line with the rest of the game. These changes were all inspired by feedback from the community. I felt it was important to make the experience of the first hour or so as fun, intuitive and trouble free as possible. IMPORTANT: If you have a save on the old Dauntless, that save game is no longer valid. If you are currently playing on the Dauntless, you must start a new game. Game's saved on the old Dauntless will now appear on the load screen as "SAVE INVALID - OLD DAUNTLESS!" and you will not be able to load the save game. You can delete these saves. Saves after the Dauntless are unaffected. I'm hoping you will all give the new Dauntless a try and post feedback on the forums. I'm eager to hear what you think. Lots of content, bug fixes and community suggested enhancements have been added since the game released on Early Access. Here are the notes: When starting a new game you now have three options to choose from. Tutorials have all been re-written and proofread. There is now a separate tutorial window with text and video that can be accessed from the help screen [H]. The tutorial window will pop up at various locations as you progress through the Dauntless. Tutorial pop-ups can be disabled in the Options->General menu. General updates and bug fixes: ADDED - Added a gamma slider to the video options menu. You can now set the level of brightness to your personal preference ADDED - Added a movement icon to the team portraits on the explore UI UPDATED - Dialog, mission text, perks, tutorial text and hints-tips have all been professionally proofread UPDATED - You can now start the game with SMG's if you apply points in SMG as the starting skill for any team member UPDATED - Increased the amount of default ammo that you start with on the Dauntless UPDATED - Final battle on Dauntless made a little less difficult UPDATED - Increased size of dialog UI so text is easier to read UPDATED - Rollover info moved to a fixed position in the upper right corner so it does not obscure icons. UPDATED - Rollover info scaled up so text is easier to read UPDATED - Character info UI scaled up so text is easier to read. This includes all tabs for Inventory, Character Info, Log and Ship UPDATED - Combat cursor body-part and chance to hit indicators have been made larger/more visible UPDATED - All character materials adjusted to be brighter UPDATED - Small objects like door locks and mission items have been made larger. They can be made brighter when you hold the CTRL key and by turning off subtle object highlights in the video options menu. FIXED - Grenade projector issues resolved on several of the facility locations FIXED - Rare lockup during fight with Dr. Rhamus on bridge FIXED - Missile launcher explosion light fade FIXED - Enemies with rocket launchers now correctly swap weapons if at close range FIXED - Enemies with rocket launchers no longer try to fire a missile after swapping weapons to their sidearm FIXED - Lockup related to enemies with rocket launchers swapping to SMG side-arms FIXED - Major re-write of the combat initialization code FIXED - Green keycard bug - should be gone - let me know if you see it again As always, if bugs are found I'll address them quickly. A huge thanks to all of you for your feedback and support!! |
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The merchant sells:
A note from Zabin Morbain regarding "quantum trans-locators" - "While the Halamis trans-locator is a prototype version and the first trans-locator ever developed in the known universe, future versions are likely to allow you trans-locate yourself back to your ship. I know for a fact that the Scientists at Halamis Lab's are already hard at work developing a two-way trans-locator. This amazing device will let you return to the original location where the trans-locator was last initialized. Certainly early adopters will pay an exorbitant price for this new device, so save up your faction tokens. Your exploration of the Halamis Research Facility is facilitating incredible discoveries in the areas of energy harmonics, quantum field theory and of course helping to keep the universe a safer place." Fixes in 0.072 ADDED: Halamis faction merchant. You can find the merchant near Zabin Morbain in the Halamis Facility Staging area. FIXED: A rare bug that was causing one enemy type to spawn incorrectly in the facility. FIXED: Duplicate enemy groups in one of the facility locations FIXED: Ammo is once again spawning as loot on the Dauntless. ADDED: Add a ui component that displays your current faction token totals. Open any of the information UI's and rollover the available credits area of the screen. Halamis is the only faction with missions that reward faction tokens at this time. UPDATED: Enemies with rocket launchers will now swap weapons if a combatant is too close instead of blowing themselves and their target up. FIXED: Enemies with missile launchers that swap weapons will now correctly calculate damage from their newly equipped weapon. Cumulative Bug fixes and adjustments in 0.072: Again, a huge thanks to everyone who reported bugs and provided feedback. Here is a list of fixes, adjustments and additions since the last major content update: ADJUSTED: Increased the value of equipment, both on vendors and as loot. Items that have already been looted have a lower value than items you will loot going forward. The cost of buying equipment from vendors is slightly higher than it was before. ADJUSTED: The cost of standard ammo has been reduced. ADJUSTED: The cost of heavy weapon ammo has been reduced significantly ADDED: 3 new locations for the mission generator. If you find a place where you get stuck, or an enemy gets stuck, please do post a bug report. I'll also need your log file as described in the pinned topic in the bug forums to get it fixed. ADDED: Added a label to indicate that team members can be selected by pressing F1-F4 UPDATED: A number of adjustments to enemy AI that make them more intelligent.
UPDATED: Cleanup of enemy healing code UPDATED: Various tweaks to animations and combat animation speed UPDATED: If a grenade or medkit are activated, ending a team members turn automatically disables the active state. UPDATED: Updated default space art for planetary bodies, suns and nebulae. This improves the default space visuals for the game. If you have a GPU with 2GB V-Ram you can, as always, check the HiRes Space option in the video options panel for ultra high resolution skyboxes and object materials. UPDATED: Smoke and gas grenades clouds are much more visible in the environment. UPDATED: A few small adjustments that may resolve ranged enemies occasionally firing through walls/corners. UPDATED: Turn order indicator now removes enemies and KO'd team members immediately UPDATED: When in single movement mode, you can now move multiple team members simultaneously while out of combat. Grouped movement functions the same as it always has. UPDATED: When in single movement mode, the camera no longer centers on team members when you click them. While in combat and grouped movement, the camera functions as it always has. UPDATED: When receiving faction tokens, a message is now displayed that tells you "You gain "faction name" Faction Tokens: +XX for a total of XX tokens. Will help keep track of how many tokens you have until the UI for this has been added. UPDATE: Updated combat pain animations for smoother animation blending UPDATED: Shield and armor wear disabled until crafting and repair go in UPDATED: Vendors carry more ammo. UPDATED: Balanced ammo drops between various ammo types - Dauntless ammo drops still restricted. UPDATED: Increased loot drops in general. UPDATED: Increased grenade drop rate. UPDATED: Forcing the door to Phestus open for now until I can resolve a mission error where the open state is not being saved. UPDATED: Rollover info delay removed in vendor ui UPDATED: Med-Kits are no longer a persistent toggle. You will need to click the icon every time you want to use a med kit. If you click the icon and do not use the med-kit, you will need to click it again to disable the med-kit. Using a med kit automatically resets the state. UPDATED: Combat movement path breadcrumb is now updated every frame, no delay. UPDATED: Further adjustments to first aid and hacking experience gain. UPDATED: The ABANDON mission button will now completely clear missions. If you ever find more than one mission from Zabin in the active mission list, just abandon all missions and speak with Zabin again. This will clear any progression issues. It's unlikely with the fix above that you will be able to get more than one mission in the future. UPDATED: Removed auto-recovery for team members that have fallen through the world. Recovery can be accomplished manually by holding the F1-F4 key (depending on the team member you want to recover) for six seconds and releasing it UPDATED: Spawn points have all been checked and adjusted as needed in the "Facility" map set. FIXED: If auto-save was enabled and you immediately went into combat when transitioning between locations, save games were no longer possible after combat ended. The only solution was to end the game task. Thanks for reporting this chookahead! FIXED: The camera is now correctly reset when loading games that were saved while in single movement mode. FIXED: In the Aznari Ruins, Dr. Rhamus will no longer speak with you until Dr. Jensen gives you a mission. FIXED: Fixed a few problems on the bridge when fighting Dr. Rhamus. The Dr. is less likely to gain first attack and do nothing when a specific set of circumstances takes place. FIXED: Fixed a long standing bug that was setting non-hostile NPC's weapons invisible. FIXED: If the last enemy combatant dies of a DOT (Bleeding or Poisoned), the default tool bars are restored correctly when combat ends FIXED: A possible fix for phage pyros - reduced particles in fireball effect FIXED: More adjustments to movement and enemy distance - melee are less likely to get right up in your face FIXED: Camera once again centers on the currently selected team member in combat and out FIXED: Blocked movement in one of the facility locations FIXED: When entering combat, enemies no longer fade out and then fade back in. LOS for enemy visibility remains the same. FIXED: Fixed a number of areas where it was possible to get stuck in the newly added facility locations. FIXED: A possible fix to prevent rare lockups on some AMD CPU's FIXED: CTH cursor was incorrectly displaying bonuses to hit on various body parts - including the head. FIXED: HP when creating team members and when in game are exactly the same now. FIXED: HP should no longer vary when equipping/un-equipping armor and weapons unless those items have stat modifiers FIXED: Energy weapon projectiles are less likely to stay visible after impact FIXED: Scaver Carnor now correctly named FIXED: When looting grenades and med-kits that are currently selected, the number of items is updated in the UI FIXED: Depleted asteroids now re-spawn correctly after 1 hour of game time and no longer take only one mining beam pulse to be destroyed. FIXED: Enemies can only have a maximum of 1 stun grenade each FIXED: Fixed an error with ammo mods that was keeping some modded weapons from gaining addition ammo FIXED: Phage psionics no longer do double damage and/or damage and crit with fireballs. FIXED: Ranged enemies no longer inflict double damage FIXED: A very rare edge case where landing could generate incorrect landing location data FIXED: Zabin no longer appears on the trade station after he gives you a mission to meet him on Achmedius VIII - unless he has a twin brother, which he doesn't - so I don't know how he could be at two places at once. Unless he has advanced teleportation technology - which he doesn't...yet... FIXED: A very rare edge case that was causing the exits to the procedural mission areas to disapear. If you are in a mission that is bugged, you can now exit. FIXED: An error in an updated beam rifle model that was causing enemies to mis-fire. FIXED: More navigation mesh fixes. FIXED: Ammo is once again rewarded for mission completions FIXED: Enemies will no longer fire multiple rockets in one attack (annoying!) FIXED: A rare edge case where when walking to an enemy with a melee weapon from distance for an attack, could cause attacking character to lock up the game. If blocked, the team member will stop out of range as close as possible to the enemy and return control to the player. FIXED: If you are self stunned, your turn will be ended automatically now FIXED: You can now scroll the stash list with the mouse wheel FIXED: Fixed enemy miss message to use the enemies name correctly FIXED: Mission completion when turning in missions to Zabin should now function without error. For now you will get no ammo when turning in missions until I have more time to look into this. FIXED: Shots should register as either a hit or a miss now 100% of the time. No more phantom shots. FIXED: Grenade targeting was not functioning correctly - now fixed FIXED: The AP movement indicators is now working again. FIXED: Random crash related to mission rewards and ammo. FIXED: A few more navigation mesh errors fixed FIXED: Fixed a problem with Zabin where you could take a mission, click again and then click a third time and the mission would reset, granting rewards. FIXED: If you have your cargo bay selected, you can now get rollover info on the vendor side of the UI. FIXED: A couple of navigation mesh errors in the facility level set. FIXED: You can no longer waste AP reloading a weapon that is already at max ammo capacity. FIXED: Icons for perks above tier 1 were not being displayed FIXED: Double clicking a med-kit in your inventory to add it to your stash no longer destroys the med-kit FIXED: Broken combat queue. FIXED: Clear enemy missions now correctly update the map to indicate that the final area is cleared. FIXED: A message is no longer sent to the screen every time a clear enemy mission npc is defeated. FIXED: Rifle pain animation FIXED: Requirements for first aid progression relaxed FIXED: Requirements for hacking progression relaxed FIXED: It was possible to have more than one mission from Zabin if your inventory was full and mission rewards were rejected. Zabin will no longer allow you to speak with him if your inventory is full and cannot accept rewards. FIXED: If no missions were present in the active mission display, junk data would be displayed. FIXED: While you were away, your Mercs came back to get their missing hair on the Achmedius Trade Station. FIXED: Combat skills for some weapons were not contributing to the total number of skill points required to level up. FIXED: Non combat skills (FirstAid and Hacking) when leveled up were not contributing to the total number of skills required for global leveling. A team member needs to have a full orange experience bar and a total of 5 skills leveled (displayed by the small purple bar at the bottom of the orange "Next level" bar) up before they have enough points to level up. FIXED: Skipping the Dauntless then exiting to the main menu and starting a new game that does not skip the Dauntless no longer results in starting in the Ruins. FIXED: All areas of the trade station are now exposed by default. Hidden areas were creating confusion when trying to find the mercs. FIXED: An edge case where team member portraits were not be displayed correctly in the ship stations UI. FIXED: If stash was open when closing the inventory window, the next time a vendor was acctivated, rollover info was incorrect. FIXED: Fixed an issue where doors in Halamis Ore could be locked even if you have completed missions and opened the doors. FIXED: Heavy weapons now gain experience FIXED: In some instances, specifically when in hand 2 hand combat mode, that characters idle animation was not being restored. This also caused a problem where the combat cursor would no longer be displayed when you roll over an enemy target. FIXED: Lots of navigation mesh fixes in numerous areas for the "Facility" map set. FIXED: When Steam overlay was active, input was being registered. The game should no longer register input when the Steam overlay is activated FIXED: Activating the Steam overlay while loading a game should no longer crash the game. This was only happening on some systems. FIXED: Rollover info in vendor inventory was showing incorrect information. FIXED: "V" key was not toggling crouch/stand in combat. FIXED: When mining in space a large halo is no longer displayed over the ship FIXED: Mining now works even if a team member is not positioned in the weapons ship station. Mining only gains bonuses and grants experience from/to the team member in the weapons slot. FIXED: A trade exploit was fixed on the Trade Station. For anyone who has not been to the trade station a vendor has been reset. FIXED: If initially in space, the new portraits were bugged if you entered the character info or inventory screens. New portraits are now initialized regardless of where you are when you start the game with the new patch. FIXED: Weapon wear is once again disabled - at least until crafting and repair are in the game. FIXED: The endurance description was incorrectly noting that Endurance contributes to AC. I moved AC bonuses to the perk lines some time ago. The description is corrected. FIXED: Displayed number skill values in character information gui were being obscured by the progress bars. FIXED: The mini-gun carried by one of the merc's you can recruit was bugged. You may need to discard it. On the trade station, in the merchant area, there is a vendor standing in the corner. He sells level 1 weapons. You can usually get a new mini-gun if you load and save a few times checking his inventory. Anyone who recruits this merc in the future should no longer have this problem. Let me know if there are still problems after replacing the minigun. |
With that, here is what you will find in 0.051! Procedural missions have been added to the game. The abandoned Halamis Research Station has re-appeared on the surface of Achmedius VIII. You will find a new NPC near the entrance of the Trade Station in Achmedius who will recruit you. A few things about the procedural mission system.
New portraits replaced the old portrait system. There are a total of 20 to choose from. If you load an existing game, I assign a portrait to your team members automatically (other than Rhamus and Jensen - NPC portraits are not changed).
When starting a new game, you can now choose to skip the Dauntless. After the universe data is generated, you will create a single character, starting the game without a full team. You will be able to add new team members on the Trade station, where you will find several mercenaries willing to join you in your travels. The mission information UI on the log screen now allows sorting by active and completed missions. Active missions are displayed by default. NPC's can now join your team. There are several on the Achmedius Trade Station.
The rollover info GUI now displays enemy difficult with a total of three icons next to the enemy name. If no icons are displayed the enemy is of normal difficulty. Enemy groups may have leaders, captains and in some cases bosses commanding them. A stash has been added to the game. The stash is available anywhere while out of combat (for now). You can sort the stash by any inventory item type. Double clicking items in your inventory automatically moves them to the stash. You can also drag any inventory item to the stash graphic if it is open or to the stash crate. Grenades have been moved to their own hot-bar slot.
Med-Kits have been moved to their own hot-bar slot.
While in a procedural mission area, a dynamic map is displayed. It gives "GENERAL" cues as to where you will find exits leading to other areas and where the main exit from mission location is located. As you explore the environment, the map fills in and eventually will indicate when the entire area is explored. I'll be implementing scanning devices in the future that provide additional information on the map depending on the quality of the device and your skill in electronics, intelligence and perception. The map also notifies you when areas of the mission are cleared by setting that room's background color to green. There are two cases where an area is considered clear:
The game now has a turn order indicator on the left side of the screen. Turn order is displayed with a series of portraits running from the bottom to top, where the top in the list is the currently active combatant. Combatants higher in the turn order indicator are likely to gain their turn sooner, though in some circumstances a re-roll of initiative can move combatants up or down in priority. Enemies are highlighted in red and team members in green. Rolling over any of the portraits displays the combatants name. The turn order shows a maximum of 8 combatants, thought there may be more in an encounter. When working for a faction, mission rewards will include tokens. Tokens can be used to buy faction equipment. This includes faction armor and devices. For now, the tokens you are rewarded will accumulate until the faction equipment vendor is added. In the future, these faction merchants will be located in trade stations across the universe. A global tuning pass that increases the pace of combat by adjusting a number of factors including enemy and player character hit points. Combat encounters in general take less time to resolve. This should increase the overall pace of game play. I see it as in improvement and I'm looking forward to everyone's feedback. Obviously more work to do on this as well as tuning skills and progression. Things that did not make it in that will soon: --Objective arrows --Halamis faction vendor GENERAL BUG FIXES FIXED: Planets labels staying visible when loading to an exploration location from space. FIXED: Personal Shield effects are less likely to occlude character model geometry FIXED: Text entry fields work as intended now FIXED: In rare cases, team member turns were skipped at the end of an enemies turn, if a team member was the next combatant in queue FIXED: %hit chance displayed on cursor will never be above 100% FIXED: A rare crash when fighting phage that would lock the game FIXED: Mod's were not displaying correct icons when equipped. In some cases this may cause equipped mods in save games to not work correctly. The only solution is to discard the weapon. Not to worry, the Halamis Research labs have countless new (and better) weapons to loot. FIXED: Further fixes for enemies healing from long distances FIXED: Looting objects through walls FIXED: If self stunned during a round by grenades, can no longer use remaining AP to move FIXED: A rare killing blow combat lockup bug. ADDED: "G" key toggles group/single movement while out of combat ADDED: "V" key toggles crouching/standing for the currently selected team member ADDED: Two bonus AP are granted to players and enemies at levels 40 and 80 (the level cap at this time is level 60) ADDED: Bosses and enemies may be completely resistant to certain types of damage. If they resist damage, a message is displayed UPDATED: Updated the help menu to reflect the new keys UPDATED: Combat responsiveness improved. UPDATED: All general vendors now carry a basic hacking tool. UPDATED: Sound-FX updates for various menus UPDATED: Added additional team member voice comments UPDATED: When leaving the Dauntless, you retain your party members equipped items which are moved to your stash. UPDATED: Vendor trash items re-worked to be a bit more Sci-Fi - these items will be useful once crafting goes live, though can be sold to vendors for cash. KNOWN ISSUES: --A possible very rare crash with Phage - I believe this is fixed, however, it may rear it's ugly head again! --When looting or purchasing grenades and med-kits, the icons on the hud do not update quantity. --Some nav-mesh errors - this are almost impossible to find by myself and they will likely show up with heavy gameplay. If you do get stuck, please send me the S3DClient.log file - it's the only way I can debug the issue. --Heavy debug data is being pushed to the client log. I'll reduce debug data in a few weeks. COMING SOON: A few things that you can buy from the Halamis faction vendor with those tokens you are earning. --Halamis Quantum Translocator - Tired of trudging back through the facility? Buy a Quantum Translocator from your friendly Halamis merchant! The Halamis Quantum Translocator is attuned to the staging area of the abandoned Halamis Research Facility. --Halamis Faction Armor - Buy the entire set and get a shiny new look! The merchant knows what you need and the armor offered scales to your level, offering the finest protection available - at least from Halamis! Another pass at the combat AI to make enemy's more efficient. Perks to level 60 for hacking and first aid. More variants of the facility map set. Bug fixes - of course. THE NEXT MAJOR CONTENT UPDATE: The next major update will be a first pass at space combat. This will include the ability to purchase ships and equip them with various weapons and equipment items. |
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Hi all. This is a consolidated update of all bugs fixed since the engine upgrade patch. Lots of fixes, additions and tweaks. Thanks for supporting Stellar Tactics! |
Core engine update features
MANUALLY RECOVERING YOUR OLD SAVE GAMES NOTE: Do not attempt this if you do not feel technically competent with the Windows file system! This update will NOT delete your old save games. If you must have them, you can manually move them to the new save folder. I recommend starting again from scratch, but if you absolutely must have your old saves, then you will need to take these steps. Missing your AppData folder? It may be hidden - Here is an article if you need more info: How to access your AppData folder |
The survey results are in. I'm going to post them here and let you know what I plan to do about each of these. Many of you provided a lot of commentary and suggestions which I am still reading through. Thank you all for participating. There will be more survey's in the future. |
Opting into Public Test To access the public test build: For now, when you launch the public test build, you must launch the game from within Steam - do not use your desktop icon. A popup window will appear - select either the default or 64bit versions. When this build goes to the default depot, Steam will choose the appropriate version for you. If for any reason you have a problem with the 64bit version, please report a bug in the forums and then choose the default version (32bit version) of the game. Fixes etc. released with this build
MANUALLY RECOVERING YOUR OLD SAVE GAMES NOTE: Do not attempt this if you do not feel technically competent with the Windows file system! This update will NOT delete your old save games. If you must have them, you can manually move them to the new save folder. I recommend starting again from scratch, but if you absolutely must have your old saves, then you will need to take these steps. Missing your AppData folder? It may be hidden - Here is an article if you need more info: How to access your AppData folder |
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After that, I'll be adding a few other systems as noted in the road-map posted in the forums. Once the random mission/location generator is complete and stable, I'll move on to finish space combat and trading. Once those are done, the FTL gates will open...more on that later. I'm not making any promises for dates at this time, but I will be working on finalizing KZ-MR7 and its supporting game systems exclusively going forward along with a few annoying non-critical bugs. When I'm happy with what I have, I'll release it to the community, first on Public Test and then to everyone. Thanks again for supporting Stellar Tactics! |
Thanks again Matt - it was a pleasure speaking with you! |
I'm posting the latest patch. I'll monitor this closely over the next few days while I move forward with NEW CONTENT! (Finally!) I'll be posting an update in the near future that covers just what that is. |
I'll be monitoring this patch closely over the next few days for any data related issues. Though thoroughly tested, there may be a few lingering edge cases. Thanks to everyone who downloaded the Public Test Branch to test this. |