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Name

 Stellar Tactics 

 

Developer

 Maverick Games 

 

Publisher

 Maverick Games 

 

Tags

 Indie 

 Strategy 

 

RPG 

 

Singleplayer 

 

 Early Access 

Release

 2016-09-22 

 

Steam

 € £ $ / % 

 

News

 87 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 29 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/465490 

 

SteamSpy

Peak CCU Yesterday

  

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.
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LINUX STREAMERS (1)
rosscarran




The Kchor, Fabricants and updated animations

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.

This year, we've seen the addition of updated ships, the ability to sell scan data, the drone mining system, Trade-Net, smuggling, faction warfare (first pass), the area map, crafting and salvaging. A large number of bugs have been fixed and many suggested QoL features have been implemented.

This patch introduces two "mutations" to the universe - The Kchor ( pronounced "Core" ) and the Fabricants. You can find them all over the universe on stations, in missions and they are recruitable as Mercs to join your crew on your journey.



I'm also releasing a large number of updated animations that improve combat pacing and provide a second pass of polish to the overall look and feel of the game. I'm still doing a good bit of work on combat pace for the next content patch which will introduce new special attacks and a few other features. Following that, the boarding system.

THIS PATCH IS ONLY AVAILABLE ON THE PUBLIC TEST BRANCH. For information on how to get public test builds, please see this link. It is very important to backup your saves and review at least the first few paragraphs at the following link if you decide to join this branch.
https://steamcommunity.com/app/465490/discussions/12/2653115517067165548/
Please post any feedback/issues/bugs in this forum:
https://steamcommunity.com/app/465490/discussions/12/

I'll move this build to the public branch once I'm sure everything is stable and working as intended.

A bit of back story about the Kchor and Fabricants. More information will come when I expand the game story.

[h3]The Kchor Class A Mutation (Rational : Humanoid : Sanctioned)[/h3]
On Arrival, a large number of the pods on the HSS Pharris contained the Kchor mutation. Overall, the new species was considered robust other than several anomalies parthenogenesis, extreme musculature, and a blue/green skin tone. The medical engineers released them with no special conditions and The Kchor have flourished. The Kchor can be found in most star systems and are generally peaceful.

The Kchor have a special relationship with the Sovereignty, having saved their fleet in the notorious Blockade of Karsus 7. Were it not for their arrival, Maezus Karsari would have destroyed or captured the entire fleet and undoubtedly overthrown the Sovereignty. Instead, The Kchor delivered Maezus to the Council earning their autonomy as a reward for their actions. The Kchor interdiction is one of many turning points in recent history that mold the current political environment of the inner systems.

The Kchor are known for their great strength and intelligence. However, rather than using their influence and innate talents, The Kchor cherish their privacy and prefer to trade and explore peacefully. They are famous for their Kchor Brandy, a favorite indulgence across the known Universe.

[h3]Fabricants Class B Mutation (Rational : Cybernetic : Sanctioned)[/h3]
A number of mutations were discovered on the HSS Outland when the ships arrived. These Sleepers had a rare condition and were in a late state of mutagenic drift, having crossed genetic material with a parasitic species that flourished in their Vats. In their current stage of drift, they could not be exposed to the oxygen-rich atmosphere that Humans breath. It was hypothesized that their skin was transitioning toward a hardened exoskeleton.

Considered unrecoverable, Fabricants were initially scheduled for termination. A young scientist, Garrius Brons, fabricated a prototype Exo-Suit and AI module that sealed the Fabricants in a permanent outer skin. After a few trials, the suit was adapted and a modification of this suit is in use to this day.

Fabricants are incredibly talented engineers and were instrumental in FTL travel, having worked closely with Garrius Brons. Over time, they have adapted their suits and AI becoming more machine than human. They prefer to name themselves alphanumerically, and their ability to assimilate traits from common items is a closely held secret. Little is known about their culture and habits. When it comes to engineering, mathematics, and science, no other species in the known universe come close to the Fabricant.

A few things left to do - I'm working on these for the next content patch:

Fabricants


  • +Bonus to crafting/learning
  • +Bonus to scanning
  • Unique voice audio


Kchor

  • +CRIT bonus with melee weapons
  • +CRIT bonus with heavy weapons
  • A few animation transitions that need tuning


[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!


[ 2019-12-24 16:46:15 CET ] [ Original post ]