Build your team, equip your ship and explore the universe!
Bringing back the nostalgia, excitement and wonder of classic RPG's, Stellar Tactics will thrill you with a compelling narrative, deep strategic squad-based ground combat and rewarding open world space exploration. To survive, you will need to build your team's skills and equip your party and ships with the best weapons, armor and equipment you can find. With 10,000 sectors, tens of thousands of solar systems and millions of planets to discover, you can spend countless hours exploring, fighting, trading and building a party of seasoned veterans that can dominate the challenges of deep space.NOTE: This game is in Early Access - there may be bugs and the game does not yet contain all features planned for release.
Main features:
- Build a team of space mercenaries and explore a vast open-world universe
- Classless character progression system with hundreds of perks
- Engaging narrative based on thousands of years of lore, intrigue and faction warfare
- Accept dynamically generated missions, follow the main story or explore - the choice is yours
- Discover ancient civilizations, abandoned stations, cave systems, anomalies and the ruins of hundreds of years of unrelenting warfare
- Tactical, turn based team combat - take advantage of cover and use your action points wisely to ensure victory
- "Azimuth", a synergistic combat system, presents new challenges for strategic players
- Action based space combat utilizes energy management and unique skills and perks
- 40 ships to choose from. Each can be customized and specialized as cargo, mining, exploration or combat vessels
- Devices allow the player to fit a total of 12 unique effects both beneficial and combat specific across their team members
- Tons of gear, most of which can be upgraded with Nano-Tech and component parts to customize your team and ship further
- Trade commodities across the universe, discovering the best trade routes in a dynamic economy
- Mine for minerals in space and on planets and sell them to the highest bidder
- Scan systems to reveal new exploration opportunities or sell the data for profit
Unlimited procedural missions, equipment stash, streamlined game start, mercenaries, new enemies, tons of gear to loot, updated space stations, new character portraits, turn order bar, grenades and med-kits moved out of the secondary weapon slot and much more...this is a big patch!
I'd like to thank everyone one of you for supporting the development of Stellar Tactics and for your patience. There has been an enormous amount of work put into the game over the last few months. I don't want to overhype this build, though I do think you are going to like what you find (I hope). The game just took a very big leap forward towards Alpha.
There will be bugs - no way around it. I've done everything I can to test this build, however, with many new people playing it, there are bound to be some issues I've missed. With that in mind I HIGHLY RECOMMEND THAT YOU ENABLE AUTOSAVES for now. Open the options menu and highlight the "Auto Save on level transition” menu item. It is well worth it and save times are fairly fast. If you do find a bug - please post in the bug forums. I would also like to ask that you send me the game log:
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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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