Today's patch includes a number of performance enhancements, a pre-compiled shader system, and a few QoL updates. Shaders are now pre-compiled when you launch the game. --The majority of all shaders are now generated via a database at game launch. I would say 80% of all shaders are in the d-base now and more will be added over time. --As you play the game, if a shader is not pre-compiled it is added to the database and saved so the shader does not need to be compiled on the fly ever again. --Certain video drivers could crash - though this was very rare - when compiling complex shaders on the fly. This patch should address that. --In some cases, when entering an area the first time after this patch, there may be a short period of stuttering as shaders are initially linked to materials. You can now adjust mission length when speaking with a faction agent - Short - AVG 40 Min, Medium - AVG 1-2 Hrs, Long - AVG 2-4 Hrs. You can now browse available missions while the mission window is open by selecting the "Next" button. A new mission will be offered. You can now double click crew equipment (shields, armor, weapons) to equip them from inventory. Mods and devices need to be placed manually. Active status effects are now displayed below each crew member's portrait along with their active duration. Various code optimizations for performance. A few changes to the way the physics engine handles movement. A few changes to the animation system. A few animation fixes/updates. A few changes to idle and facing blend animations so they can be interrupted when moving characters. This makes movement more responsive. The game now generates a backup "sav_dat.xml" file that is not stored on the Steam Cloud when saving the game - just in case there is a disk write error of some kind. A possible fix for a rare lockup when healing. FIXED: A bug that was causing random animation and physics slowdown. FIXED: A bug that would leave idle states running at 1.5x normal speed in certain cases. FIXED: Autosave when leaving the Dauntless. FIXED: A bug that would leave equipment quality color border visible when unequipping an item. UPDATED: When grenades and medkits are enabled, a reminder message is displayed when ending your turn to deselect these items from the toolbar. I think in some cases, this was causing confusion. I'll be looking into an automated solution for this. UPDATED: Ship collision damage reduced. Collision damage now affects shields and armor. I'm continuing to work on a few things: --Weapon special attacks. --Combat pace. --Streamlining of perks so they are available earlier in the game with more frequent updates. --Better inventory sorting. And more... I'll keep everyone posted as I make progress.
[ 2020-01-17 18:36:29 CET ] [ Original post ]
- LINUX DEPOT [5.77 G]
- Stellar Tactics - Supporter Pack
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
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