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Another update - this time the game movement system has been completely revised. The old system was written a long time ago and I've never been happy with it. I've been tinkering with this new system for a while now and decided to release it.
https://youtu.be/alpPmdKMa_g
The old system had quite a few problems:
--The team did not move as a squad and this caused problems when entering combat. Specifically you had to burn a lot of AP to get into position
--Squad facing was not available. You had to use additional AP to rotate them into position after arriving at your destination.
--In single movement mode you could not select another team member and move them while the last character was moving to a position.
--Single movement did not allow you to set a destination facing.
The new system:
--You can now move as a squad and arrive at your destination in formation.
--Team members no longer lag behind
--You can set the direction your squad will face when they reach their destination by dragging the mouse while the right mouse button is held down.
--In combat you can now set a facing when moving team members. When they arrive at their destination, they will rotate to face the selected direction set by the movement cursor.
--Team members can move independently when out of combat in single movement mode. You can select a destination for a team member and then select another team member and move them simultaneously.
--Single/Group mode can be toggled using the [SPACE BAR] when out of combat. In combat, the [SPACE BAR] ends the selected team members turn as it always has.
--Movement speed has been improved
--You can zoom out a bit further now
I think overall, this is a much better system and gives you flexibility, alleviating wasted AP when entering combat. I have future plans for additional quality of life improvements like box selection and formations.
A few additional bug fixes:
FIXED: A long standing bug where some armor would not display on your team members. Remove the armor and re-equip it to display the correct armor graphic.
FIXED: Phestus could end up in a state where he would not load his inventory when trading with him.
FIXED: Animation transitions into combat and from idle to attack.
I hope you will give the new system a try and post feedback on the forums. Thanks as always for supporting Stellar Tactics!
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