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- Jan 28, 2011
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New trailers:
It hasn't been released yet. Most smart Early Access games don't put them on sale until after release.I've been wanting to pick this up for a while, steam sale is coming up too, but according to isthereanydeal this never was on sale on steam? Is that a developer decision?
Patch 0.160
17 November - Stellar Tactics
Hi all - new patch today that fixes a number of issues.
I'm nearly finished with the perks for ground combat, space and several of the general skills. There will be an additional 66 perks to complete the combat, first-aid and hacking perk lines. I'm also adding all the space combat perks for an additional 60. That's a total of 126 new perks added to the game and a grand total of 225 perks! I hope to have these tested and ready to release soon. I'll be adding the additional perks for salvaging, repair and crafting as those systems get released. Mining perks are dependent on the drone mining system, so those will go in when I release that feature.
There is quite a bit of other work going on. This includes the drone mining system, updated animations including the new special weapon attacks, and more. Here are the notes:
FIXED: Duplicate display of team position in some missions. There was a display error in the mission completion map next to the radar that would display your location in mission areas more than once in some cases.
FIXED - Removed duplicate eliminate mission targets from mission areas.
FIXED - A bug related to applying armor strike through at high levels of melee skill. This changes things for melee at higher levels both for enemies and team members. Overall higher damage output from melee.
FIXED - Delayed damage and visual effects when using flamethrowers.
FIXED - A display error related to mods applied to weapons with critical chance modifiers.
FIXED - A game lockup when using the toggle combat toolbar icon or other toolbar icons while transitioning in and out of combat.
FIXED - Enemies and the player no longer scan the environment for each other while transitioning in and out of combat. In some cases, this could result in a game lockup.
FIXED - A number of data issues with some of the mission sets.
FIXED - Line of sight lines now disappear immediately when an enemy dies. Previously, the could remain visible until the enemy disappeared.
FIXED - When completing a mission, the entire message is now displayed on the screen. Previously, the text was being cut off.
FIXED - A number of general stability fixes.
UPDATED - If you have a healthkit enabled, you can now click character portraits to heal in and out of combat.
UPDATED - All ships drop at least one loot crate, even in systems that are -10 levels of your average space combat skills.
UPDATED - Your ship will tractor dropped enemy ship crates from a much larger distance now. Should help in cases where an enemy ship is too close to a planet when destroyed.
UPDATED - Improved load speeds by a few seconds
UPDATED - Reduced the amount of information sent to the log. In some cases, when playing very long sessions, this may lead to problems.
UPDATED - Voice comments adjusted:
--Team members now comment on critical hits less often.
--Team members will only comment on loot if the item looted is armor or a weapon and of rare quality and above.
any news of when it will get to the final version?
Patch 0.163 Perks and more perks
27 November - Stellar Tactics
Patch day! - All perks for combat skills are now in the game to level 100. FIRST AID and HACKING perks have also been added to level 100. Space-specific skill perk lines for PILOTING, WEAPONRY, ELECTRONICS and TARGETING perks are all in the game for an additional 60 perks. I'll be adjusting all perks over time as other game systems are implemented.
The middle perk line in ELECTRONICS is related to security and will be used at a later time. For now, selecting perks in this line will have no effect.
Mining perks can be selected, however, they are not fully implemented for now. I'll be adding these when I get the ground mining drone system in the game. You do get bonuses from the WEAPONRY skill perks from reload speed and energy efficiency when mining so you should see a boost from those perks.
Perks are useful in a number of ways. For ground combat, they can give you bonuses towards applying various status effects and mitigating different damages types. They are most useful for customizing your team for offensive, balanced or defensive roles. They apply secondary bonuses for applying additional damage, bleeding, hobbled, stunned, crippled, poison and shield strike-through effects. The defensive line provides additional AC and bonus mitigation against status effects.
Healing perks provide additional healing effects and the ability to remove status effects when applying med-kits. At higher levels they can remove stun, poison, bleeding, hobbled and crippled states.
Hacking perks provide bonuses to the length of time you have to select a key when hacking a chest or locker, bonus loot quality, and even auto-completing hacking.
Space perks affect all crew station bonuses displayed on the ship screen [K] - Ship speed, turn rate and evasion - Damage bonuses, reload speed and energy efficiency - scan range, security (not active yet) and shield bonuses - turret lock speed, chance to hit and shield bypass.
Perks can be changed at any time - an unusual design decision. I did not want to lock players into any specific perk decisions. In Stellar Tactics perks are situational and as development continues that will be much more important at higher levels.
As I roll out crafting, repair, salvaging and adjustments to mining, I'll also add perks for those skills. They are all interrelated and each of those skills will need to be worked on at the same time.
The total number of perks currently in the game:
Combat - 135
General - 30
Space - 60
Total - 225 perks
A few additional fixes and updates for this patch:
ADDED - Combat, first aid and hacking perks to level 100.
ADDED - Space combat perks for all space skills to level 100.
UPDATED - You can now rotate the camera with the mouse (right mouse button) while panning with the keyboard (WASD) during ground exploration.
FIXED - If an incursion spawned at your exact location, some ships would enter combat but not fire at you.
FIXED - If an incursion spawned at your exact location, tab targeting could crash the game in some cases.
FIXED - A message - "Press [P] to pause space combat at any time!" would continuously display even after docking or landing at a ground location.
FIXED - Ship shield strike through bonuses are now working correctly.
FIXED - A damage display error in the character info screen.
FIXED - A rare lockup when accepting missions from faction agents.
FIXED - Missile launchers now respect the friendly fire player settings.
FIXED - A bug that caused the action bar background to disappear when characters died, were KO'd or when the last enemy died of bleeding or poison damage.
FIXED: A bug that could place you at an incorrect initial entry point for missions.
any news of when it will get to the final version?
If last patch number (0.160 v. and there were sooo many of them it might as well be 160th patch too) is any indicator and unless they just move dot one place to the right (game does feel more like 1.60 v. then 0.160 v.) release window is between Sun's funeral and Grimoire II...
I don't mind it at all though.It feels like an endless voyage, target location: planet Inclinia. And ride is comfy as hell!
Patch 0.165 incoming
A few fixes for you today before I get started on the next content patch.
UPDATED: A large number of stability fixes for level transitions and other areas of the game.
FIXED: Toxic and bleeding perk resist bonuses are now correctly displayed on the character info and inventory screens.
What's next - well I'm hoping to get a number of things done before X-Mas. Most of these will be things people have been asking for as a thank you for being patient before moving on to other items on the "What's next" list. Two items, in particular, are being asked for regularly - sorting and better visibility when trying to find enemies in some of the larger mission locations.
-Vendor and Inventory sorting
-The ability to sell all junk items at vendors
-The ability to mark inventory items for sale along with a "Sell all marked items" vendor option.
-A new device that you can buy from Shikaru vendors that will expose all enemies on the radar in range for a short time. This device will be on a cooldown and can be used every few minutes. Start saving those Shikaru mission tokens.
--Loot chests that drop at the end of missions. The longer the mission the higher chance of Legendary items being in the chest. This is a separate drop from the usual packs, chests, and lockers found in mission and will appear when you get the mission completed notification.
--Perhaps more if I can get to it.
I'll keep you all posted as I make progress on this work.
Patch 0.166 Community suggested QoL improvements and economy adjustments
8 December - Stellar Tactics
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:
UPDATED: You can now mark items for sale in your shared inventory, stash and cargo hold. Just Alt-Click items to mark them for sale.
--A check mark will appear over the item in your shared inventory.
--A check mark will appear next to the item in the cargo and stash lists.
--Alt-Click again to remove the marked state.
--You cannot mark stacked items for sale (health packs, grenades etc.)
--You can also mark ore - however, see below - I've added a special "SELL ALL ORE" button to the vendor inventory.
UPDATED: Vendors now have new options that let you sell all marked items from your inventories and all junk items in your inventories. Make sure you really want all of these items sold before you select these options. Of course, you can always buy them back if you made a mistake.
--When selling to a vendor, you can sell all marked items from your shared inventory, stash and cargo bay with one click. Each item sold will be displayed in the game log and a total for the transaction will be displayed in your log.
--When selling to a vendor, you can sell all junk items with one click. Each item sold will be displayed in the game log and a total for the transaction will be displayed in your log. Selling all junk sells all vendor trash items in both your shared inventory and stash.
--If you have your cargo bay selected, a special option to sell all ore with one click replaces the "SELL ALL JUNK" option. Again, items sold and total credits earned will be displayed in the log.
UPDATED: You can now easily see the quality of items in your shared inventory, stash and cargo hold:
--In your shared inventory, items now have a color-coded border that displays if the items are exceptional, rare, legendary or epic.
--In your stash and cargo hold, there are new icons in the lists that are displayed if the items are exceptional, rare, legendary or epic.
UPDATED: The vendor UI now displays the quality of items with new color-coded icons in both the player's list area on the right of the screen and the vendor's area on the left. This should help you quickly identify items that are of value when trading. This also applies to ship equipment vendors. Marked items are also displayed when trading with vendors. You cannot mark items for sale in the vendor UI.
UPDATED: You now have sorting options in the vendor menu for all item types on both the vendor and the player sides of the vendor UI.
--Ground-based sorting options are white icons.
--Ship equipment and ore sorting options are blue icons.
--One icon is for consumables - the white health kit icon displays both health kits and ammo. This also applies to ammo and data beacons in the ship equipment vendor UI.
UPDATED: Other than ore, all prices at vendors are now modified by your faction. Ore prices will be worked on when I get the trading system in the game. These bonuses and penalties also apply to the price of ships and ship equipment and the trade in value of your current ship. These bonuses and penalties are applied after your CHA bonus is applied to the cost of items.
--FRIENDLY: +15% bonus to the value of all items sold/ -15% to the price of items purchased
--NEUTRAL: Prices for items bought and sold are the same as they have always been
--WARY: -15% applied to the value of all items sold / +15% to the price of items purchased
--HOSTILE: You are KOS and cannot buy and sell to hostile merchants
UPDATED - Mods equipped on weapons now display mod adjustment values instead of the mod name in the rollover info.
UPDATED - The number of beacons you have in inventory is now displayed in the ammunition area of the ship UI.
UPDATED - Cash rewards for space combat incursions increased significantly.
FIXED: Ore is now listed in alphabetical order on ore traders
FIXED: Removed duplicate ore vendor entry for "Silica"
Patch 0.170 - Better mission rewards, new device, enhancements and fixes
21 December - Stellar Tactics
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.
Here are the patch notes:
UPDATED: At the end of missions and when you clear hostile facilities and explore locations, you are now awarded better bonus equipment. Originally this was going to be a crate. I'm going to reserve that for major bosses that will reward epic items, and now grant these reward items as described below.
All granted items are now useful - no more health kits or junk items.
All granted items are of exceptional quality or higher.
You now get three guaranteed items at the end of missions.
Other rewards remain the same - Faction, cash rewards, and ammo are still granted depending on whether the location is a faction mission or a explore location.
--Short missions and explore locations - A chance for a legendary - a total of three granted equipment items (weapon, armor, shield or mod)
--Medium missions and explore locations - A high chance for a legendary - a total of three granted equipment items (weapon, armor, shield or mod)
--Long missions and explore locations - A guaranteed legendary - a total of three granted equipment items (weapon, armor, shield or mod)
UPDATED: A cleanup pass to the movement and interaction system. Overall this brings a few things in line with where they should be as far as object interaction and movement is concerned. Still more work to do on this.
--When moving to a location, if you click a chest, object or NPC, the closest team member will branch off and interact with that item instead of ignoring the object and continuing to move to the destination.
--If a PC is moving towards an object to interact, other team members will stop and wait.
--If a PC is moving towards an object to interact, another click to move will interrupt the interaction and clear the interaction queue.
UPDATED: The help screen while in space has been updated.
UPDATED: When rolling over grenades and health kits popups, descriptions are now displayed on the screen so you can see what kind of grenade or health kit you are selecting.
UPDATED: The high-resolution space option now also displays higher resolution materials for planets.
UPDATED: In higher level encounters, enemy groups are less likely to be generated with multiple missile launchers. Sure, that was fun, but it can also be overwhelming.
UPDATED: New color coding icons for equipment tiers in all menus.
UPDATED: You can now translocate directly to your ship from anywhere on a trade station if you have the Halamis Translocator equipped.
ADDED: A new device exclusive to the Shikaru faction. Shikaru faction vendors now sell the Lifesign Tracker. This device exposes all lifeforms in the current mission area on the radar for 10 seconds. Enemies out of range of the scanner are displayed at the edge of the radar display. You can use this in any mission area to help you track down those elusive enemies hiding in small rooms or in the larger mission areas like caverns and stations. The device has a 2-minute cooldown. The device cannot be used to reveal ethereal creatures. The device uses a global cooldown so other team members that also have the device equipped will need to wait until the cooldown expires. The cooldown persists between saves. There will be many more useful devices coming to the game - cloaking devices, resource node scanners for salvaging, drones for scouting areas and destroying upcoming turret placements in missions etc.
ADDED: Bloom filter setting in the video options screen.
FIXED: A bug that would display the wrong number of available faction tokens when purchasing an item from a faction vendor.
FIXED: When purchasing an item from a faction vendor, the text sent to the log now correctly indicates that you used tokens to purchase the item.
FIXED: The beacon icon now disappears if active when you FTL out of a star system.
FIXED: Blending issues with nebula effects. Overall, nebula effects now better match the star system sky and are more subtle.
FIXED: Removed duplicate log entry when turning in faction missions.
FIXED: A floating container in one of the mission areas and a number of other visual glitches in various mission areas.
FIXED: A mission enemy that was linked to a group on the other side of the mission map in one of the mission areas.
A little of what you can expect for the NEXT content patch:
The first set of final models for some of the ships (10 total)
Victory FT-2 - Light Fighter
Arrow FT-1 - Light Fighter
Triumph ITC-4 - Interceptor
Rovah MK-1 - Explorer
Talon ATKR-2 - Medium Fighter
Khaal ATKR-4 - Heavy Fighter
Tarsus MRCH-2 - Light Merchant
Severin MRCH-2 - Light Merchant
Heron MRCH-3 - Light Merchant
Exetor ATKR-7 - Heavy Fighter
Cargo transfer on stations
Ground mining drone system
Commodities and trading tied to the beacon system currently in the game
Updated animations
Improvements to the pace of combat (tied to the new animations)
Faction Agents will buy scan data
That's not all of course and I'll be working my way through the "What's Next" and "Roadmap" posts on the forums as I move towards Alpha.
Progress Update 1/11/19
11 JANUARY - STELLAR TACTICS
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.
Meanwhile, the second set of ships model replacements are in development and I'll get those in the game when they are ready. A few screenshots below - work in progress.
And finally, I've been working on the cargo transfer feature. When this is finished, you will be able to purchase cargo storage space on trade stations. Once you own cargo storage, you will be able to move items from your ship cargo hold to storage, swap ships and move those items to your currently equipped starship from storage. I know a lot of you have wanted a way to store all that shiny legendary gear and move it to another ship. This is also a requirement for future work on trading and crafting so needs to be done now. As you can see, you will be able to sort both your current ships cargo and the contents of the station cargo storage.
Cargo storage is only for ship equipment, ore and commodities.
When buying new ships, the current cargo transfer feature will still work - so, you will need to make sure the contents of your current ship cargo bay will fit in the new ship you are purchasing.
That's all I have for now. I'll keep you all posted as I make progress. I'm hoping to get the update ships, cargo transfer and a number of bug fixes out in patch next Friday. As always, thank you for supporting Stellar Tactics!
Patch 0.171 Updated ship models and cargo storage
18 January - Stellar Tactics
Hi all - hope you enjoy the patch. New ship models, cargo storage and a number of bug fixes.
UPDATED SHIPS: 10 of the 40 ships have been updated with final ship models. I'll continue adding the final models as they are completed. If you have any of the following ships, the next time you enter space you will be flying the new-shiny-updated version of the ship. There have been no changes to your equipment - just load and go. Hope you like them...
Victory FT-2 - Light Fighter
Arrow FT-1 - Light Fighter
Triumph ITC-4 - Interceptor
Rovah MK-1 - Explorer
Talon ATKR-2 - Medium Fighter
Khaal ATKR-4 - Heavy Fighter
Tarsus MRCH-2 - Light Merchant
Severin MRCH-2 - Light Merchant
Heron MRCH-3 - Light Merchant
Exetor ATKR-7 - Heavy Fighter
CARGO STORAGE: The cargo storage system is included in this patch. It is a pre-requisite for some of the work I need to do next and had to go in now. On most stations in the universe and at the Achmedius trade station, you can now purchase cargo storage space. Once you purchase storage space, it is yours forever - there are no upkeep costs and you will have 200 "slots" to store cargo items on that station.
Cargo storage is accessed via a "terminal" near the entrance of any non-hostile station that offers trade services, merchants and faction agents. You can press "TAB" to highlight the new terminals. Selecting the terminal will give you an option to purchase storage on that station. Once purchased, you can move cargo from your cargo hold to storage and back.
You can place ore, ship equipment (turrets, shields etc.) and in the future commodities and refined ore. You cannot store regular gear in cargo storage (ground weapons, armor etc.). You have a stash for all of that.
Cargo storage differs from ship cargo space. That is, a "slot" can hold unlimited stacked items. For example, lets say you have 200,000 units of raw iron ore. Placing that ore in your cargo storage will only take one of the 200 slots - a slot is just that, an item of any single type takes up a single slot. Every ship component you place in storage takes a slot because each ship component is unique. On a ship, storage is calculated in cubic meters. So, if your ship has 1000 cargo, you will only be able to move 1000 units of iron ore from your stations cargo storage container to your ship assuming your cargo hold on your ship is empty. Cargo storage is only available on any station where you purchase it.
I'll be adding a way for you to track where your storage (and ships) are located in the universe in a future patch. For now, just make a note of where you purchased storage or set it up in Achmedius. You can always jump there from other systems.
So, why cargo storage?
--You may want to store ore or commodities until you can find the best sell price in the Universe.
--You may find a shiny Legendary warp drive for a ship you don't have yet and do not want to clutter up your cargo hold.
--Refining storage (a future feature) - You will be able to refine raw ore and store it in station storage until you can bring your massive cargo ship and haul it to your favorite sell point.
And a few bug fixes:
FIXED: Tab targeting when in space combat would occasionally cause a crash to desktop.
FIXED: A very rare bug that could leave characters in a state where they could not move.
FIXED: Mercs with heavy weapons now apply the correct default heavy weapon settings when recruited so their default weapons function correctly. Any default merc heavy weapons can be removed and then equipped again to reset the weapon so it functions.
FIXED: A bug that could occasionally initiate a combat attack when using the rotate key.
FIXED: When in combat and moving, you can no longer select the rotate function which could have locked up the game in rare cases.
FIXED: You can no longer switch fire modes on your weapon once a combat attack has been started.
FIXED: It was possible after initially hacking a chest or locker to click that chest or locker after a successful hack, displaying the hacking interface. This is no longer possible. There is a now a small delay before you can attempt to hack a chest or locker gain (2 seconds).
FIXED: After hacking a locker, there was a delay before loot was displayed. Loot is now displayed immediately.
FIXED: When the entire stack of items was sold to a vendor (ore), a "phantom" cargo item could be left in the inventory. This could happen multiple times resulting in an incorrect display of the number of cargo items in your cargo hold.
And a glimpse of several of the second set of ship model replacements that will come in a future patch. Next up, some enhancements to the star map in the log to allow for system searches, display of cargo storage locations and ships stored on stations. I'll also be working on the passive drone mining system, a pass at space combat balance and more. I'll keep you all posted as I make progress. Hope you all have a great weekend and thanks for supporting Stellar Tactics!
Patch 0.172 - Improved combat pacing, sell your scan data and star map search
1 Feb @ 11:42pm - Stellar Tactics
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!
ADDED: You will now find elite crews flying around the universe. They are marked with a skull icon. These ships are a bit more difficult than regular ships, however, they are not so overpowered as to be impossible. I recommend that your ship have balanced energy levels as displayed in the ship ship screen so your turrets and shields are charging at the highest possible levels.
--These ships have a much higher chance of dropping legendary and rare gear - double the normal drop rate for these items.
--They never drop basic gear - exceptional is the lowest quality tier.
--Loot from these ships is usually usable on the ship you are flying.
--Check the ships faction before attacking non-hostile elite ships. You will take a faction hit for destroying them.
ADDED: The starmap search feature is in the game now. When you open the search menu in the log->starmap UI, you can enter the name of any system and press search to center the map on that star system and set it as your target in the upper left target HUD (if you are in FTL space). You will also get a list of any systems that have stored ships, cargo storage and beacons. Selecting a system from that list and pressing search will center the star map on that system. I'll be doing more work on the log->starmap and on the star map itself so you can better identify systems that have active missions, stored ships cargo, and active beacons.
--IMPORTANT - The search database is populated once you leave Achmedius and start traveling across the map. Search data when first entering Achmedius at the start of the game is limited.
ADDED: You can now sell all that scan data you have been collecting. All faction agents now have an additional option available when you speak with them - "Sell scan data". Faction agents are only interested in scan data in a 6x6 sector grid around them. If any scan data is available they will pay you a one time fee for that information. The price paid for scan data is based on the quality of the scan. When you scan planets, the quality of the scan is based on the level of your electronics skill. That quality value has been recorded since the launch of the game in Early Access, so, if you have scanned hundreds of planets you should see a nice reward. As your electronics skill improves, planetary scan quality is increased. You also gain a small faction bonus with the agents faction when you sell scan data based on the amount of data sold.
SPACE:
UPDATED: Balanced ship shield regeneration and charge levels so they are a bit more in line with what I would expect. Still working on this especially with some of the larger cargo ships.
UPDATED: Increased afterburner speed while in combat. As always, this is a tradeoff. Capacitors are depleted at an accelerated rate if you are flying a ship that is not an interceptor or light fighter.
UPDATED: When you loot cargo from destroyed enemy ships, you now get a small power boost to your shields in addition to any loot you tractor to your cargo hold.
UPDATED: If you are mining, you have a decreased chance of being detected in all systems by scavvers and raiders. Eventually this will be moved to a device you can purchase and equip on your ship (Signature Suppressor). These devices will be of varying qualities and suppress your electronics signature. Your turrets must be actively mining for the effect to be active. For now, the effect is set at a moderate level. There is always some degree of risk when mining. I'm still working on this system and will make changes over time based on player feedback.
--HOSTILE SYSTEM WITH STATION - Moderate chance of attack if turrets engaged. Ships mining in these systems will likely attack you after a period of time.
--HOSTILE SYSTEM NO STATIONS - Low chance of attack if turrets engaged
--WARY, NEUTRAL OR FRIENDLY SYSTEM WITH OR WITHOUT STATIONS - Low chance of attack if turrets engaged
UPDATED: The universe should feel a bit more alive. Adjustments made to AI ship destination and task processing. Still more work to do on this and I'll be adding a few interesting things over time.
GROUND:
UPDATED: Movement and combat animation speed. These are not the new animations - just a quick first pass at improving the pace of combat before the new animations go in the game.
--General movement speed increased while out of combat.
--Movement speed significantly increased while in combat
--Combat animation speed increased
--Weapon reload speed increased
--NOTE: A few attack types are still a bit slow - this is related to the SFX assigned to that weapon. I'll be cleaning this up with the new animations. There are also a few SFX like full auto and burst on some weapons that have a small sound bug that needs to be fixed
FIXED: Changing weapon fire modes while using the combat queue works again.
FIXED: Improved performance when scrolling star map
FIXED: When the fine aiming key is pressed ( [E] by default ) you will no longer move when clicking an enemy.
FIXED: Heavy weapon mercs will now be assigned the correct weapon type when spawning in the game environment and when initially assigned to your crew.
FIXED: A rare combat lockup related to opening inventory at the exact moment a team members turn was being switched.
FIXED: A combat lockup related to movement while items are in your combat queue. Movement is no longer allowed if you have queued combat attacks. You will need to clear your queue [BACKSPACE] before moving. A message is sent to the log if you are trying to move when a queue is active. I'll be adding a queue indicator to the screen in a future patch.
FIXED: Display of navigation path information is now disabled if you have attacks in your combat queue.
FIXED: Status effects in top rollover info bar while in ground combat are now updated immediately.
Whats coming next?
Passive ground based mining - You will be able to purchase and launch drones to resource nodes on planets where they will mine until full and then notify you so you can retrieve them and sell the ore.
10 more of the ship replacement models will be going in the game:
Pharris Sol EX-2
Pharris Starfox EX-4
Pharris Pike ATK-2
Pharris Mace AK-7
Pharris Starhawk EXG-3
Pharris Shrike ATK-2
Pharris Starnova EXG-2
Pharris Hammer ATKG-1
Pharris Crate MRCH-2
Pharris Crate MRCH-4
And one last screenshot of more ships being worked on.
Patch 0.173 - 10 more ships updated and a few fixes
Feb 9 @ 5:23pm - Stellar Tactics
Another patch today. I'm updating 10 more ships and posting a few updates and fixes. Patch notes are fairly short as I spend most of my time getting the updated ship models in the game this week.
Sol EX-2
Starfox EX-4
Pike ATK-2
Mace AK-7
Starhawk EXG-3
Shrike ATK-2
Starnova EXG-2
Hammer ATKG-1
Crate MRCH-2
Crate MRCH-4
I have one more set of 10 ships ready to implement and will get those in for the next patch, likely a week or two before that's ready. The next patch will also include the new planetary resource mining system.
Here are the notes for fixes and updates:
UPDATED: Another 10 ships have had their models replaced with final ship models
UPDATED: A higher chance for rare and legendary items from elite ships
UPDATED: Drops from elite ships are more likely to be items you can use on your current ship
UPDATED - Better handling of AI ship traffic between systems - still working on this
FIXED - Turret mount points are now hidden correctly when a ship explodes
FIXED - Ship engine lights now scale correctly with the power to engines
FIXED - A bug related to ships spawning into star systems
Hope you all have a great weekend and as always, thank you for supporting Stellar Tactics!
Patch 0.177 Stability and player suggested QoL updates
Feb 16 @ 1:04pm - Stellar Tactics
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!
UPDATED: Improved loading speed when moving between areas.
UPDATED: Autosaves now take place before transitioning between areas.
UPDATED: Autosaves are now displayed at the top of the load/save menu under the quick-save slot. You can no longer overwrite or delete autosaves.
UPDATED: When saving over an existing save game, that save games current name is displayed by default with a new time stamp in the save confirm dialog.
UPDATED: Increased the animation speed when swapping weapons.
UPDATED: Ship equipment merchants will always carry at least one mining laser.
UPDATED: NPC ships can now be intercepted when micro-warping.
UPDATED: Added new logic for approaching NPC ships so you follow at a distance once in range. This should make intercepting ships in star systems much easier.
--Reduced the speed of NPC ships that are micro-warping to destinations so you can intercept.
--When you are micro-warping and you target a ship and press the "Approach" icon, you will now approach that ship and match that ships speed once you are in attack range.
--If you target another ship or stellar object, you will accelerate back to full micro-warp speed.
--If the targeted ship arrives at it's destination while you are following the ship, you will drop out of micro-warp in range of that ship.
UPDATED: Increased the frequence of drops for several rare mods (Frequency Modulators and Projectile Weapon Barrels).
UPDATED: End turn options now have dedicated key binds:
[1] - Delay Turn - If you have a full bar of AP, this option will let you delay your turn in the turn order.
[2] - Defend - A chance to reduce or completely mitigate the next attack on this character.
[3] - End combat turn
UPDATED - When you are ready to end your turn, you can now press [SPACE] a second time to end your turn so you do not need to manually select a end turn option. This is the same as select the new keybind [3].
UPDATED: Another tweak to the number of ships traveling to/from systems.
FIXED: Fixed a rare random lockup when transitioning between areas. This includes a major overhaul of the loading code when transitioning between areas. If you have any issues moving between areas, please post on the bug forums. I've tested this heavily and everything seems to be working as intended. I'll keep an eye on the bug forums over the next few days to make sure the new system is working as expected for everyone.
FIXED: A rare bug related to high faction levels not populating the system object list (upper left menu when in space) correctly.
FIXED: A rare bug related to high faction levels not displaying correct faction information in faction UI on the star map.
FIXED: The names of equipped devices are now correctly displayed when rolling over the icons on the tool bar.
FIXED: Particle systems were not triggered when launching to space when you first recieve your ship.
FIXED: If a rollover tooltip is visible and you leave a menu using the ESC key, that tooltip is hidden correctly.
FIXED: A visual glitch in the new game cinematic when exiting the crio-chambers.
FIXED: When starting a new game, after the intial cinematic, you will not be able to edge scroll until your implants are activated. You can also recenter the camera on your crew with the "Q" key and access the help menu "H".
FIXED: You can no longer select the end turn option "Delay Turn" if you do not have a full bar of AP.
Progress update 3/2/19
I thought I would post a few notes here to let you know what is going on. I'm nearly finished with the planetary drone mining system. I should have that wrapped up in a few days and then I'll implement 10 more of the updated ship models for the next patch.
So, how does the drone system work? Well, many of you have scanned planets and discovered mineral, rare earth mineral and gas nodes. This new system will let you purchase drones that can be sent to those nodes to mine. Just select the node and if you have a mining drone stored on your ship, you can launch that drone to the resource on the planet. Drones generally pay for themselves quickly and in a few runs, you should be making good money from this new system.
When you select a resource node on a planet, information is displayed in an info panel below the map of the selected planet. You will notice that these nodes are of various quality. High-quality nodes hold the most ore and the ore for these nodes is generally of higher quality and more value. Ideally, you want to search for nodes that are of a quality level of 5 or greater for the best results, though any node will result in resources mined.
The drones have two settings “Auto” and “Manual”.
In “Auto” mode, the drones will mine those nodes, launch, travel to the nearest station and sell the mined resources at the universal base average value. You will get a notification that the drone sold the resources and credits will automatically be transferred to your account. The drone will then travel back to the resource and continue mining until the node is depleted. You can then travel back to the system with the mining drone and pick it up to be used on other planets. The "auto" mode is ideal for those who do not want to engage in mining, trading, and crafting and just want to use the passive income to upgrade to a new ship or purchase equipment. It's also going to be important for future updates in the game that will require the use of resources to build certain "structures".
In “Manual” mode, when the drones storage is full, you will be notified and you can pick the drone up. When the drone arrives at your ship, the resources will be transferred to your cargo hold. You must have enough room in your cargo hold for the transfer to take place or the drone will not launch. You will be able to sell those resources for the highest price when the trading update goes in the game (that will come after this next patch) or refine the ore for use in the upcoming crafting system. Manual mode requires a good-sized cargo hold as each drone can carry a total of 1000 units of resources per run. You can have a total of 30 drones running at any one time.
A work in progress screenshot of the drone manager.
Drone Manager (WIP)
Community Created Artwork for Steam Artwork
By: Stellar Tactics
Work in progress!
Drones are a great way to earn money passively while you travel around taking missions, engage in space combat or are otherwise exploring the universe. You can keep track of the status of your drones with a new drone manager that can be displayed while traveling through space or on the Log->Starmap when in missions or ground-based locations. I’ll make sure a tutorial is added to the in-game guide when the update is released.
As soon as this next patch is posted with the new drone system and 10 more ship model updates, I’ll start working on the Trade-Net and trading systems.
Hope you all have a great weekend and thank you for supporting Stellar Tactics!
Patch 0.180 - The new drone mining system and 10 more ships updated
9 MAR @ 6:10PM - STELLAR TACTICS
Ten more ships updated!
Aries LATK-2
Vagabond EX-4
Wanderer EX-2
Arden LM-2
Revenant ATK-5
Corsair HATK-2
Ashaton MATK-3
Kraken HATK-7
Traveler EXP-2
Trident MATK-7
The new drone mining system is in the game. Here is how it works.
You can now purchase mining drones at any ship equipment vendor. The total maximum number of drones you can have active and on your ship is 20. Drones on your ship are transferred to any ship you are actively flying so, if you transfer to another ship, any drones aboard your current ship get transferred along with your cargo. Drones are fairly expensive, however, they pay for themselves in a few runs and are a great way to make money while exploring the universe.
Drones have a maximum capacity of 1000 units. When they are deployed, the drones fly to the targeted planetary resource node and mine until full. You can use the drone manager to manage your drones, check their status and set their AI (more on the drone manager below).
Drones have two AI states:
Automatic – Drones will mine a node until full and then fly to the nearest station and unload and sell their cargo. You will get a notification when cargo is sold and credits will be added to your account when the transaction is complete. Drones sell cargo at the base universal average for any resource type. This option is ideal for players who want to earn extra income in a semi-automated fashion to pay for ship and equipment upgrades. If a drone sells a full cargo hold of ore, you will receive mining experience on the crew member assigned to the weaponry station.
Manual – Drones will mine a node until full and then set their status to “IDLE”. The drone will wait on the planets surface until you enter the star system the drone is located at and retrieve the drone. The drone will fly to your ship (assuming you have enough cargo space) and unload the drone to your cargo hold and return itself to storage. This option is designed for players who want to engage in the future trading and crafting features. They can then refine the ore and/or trade crafted items, raw and refined ore. This option will require a ship with a fairly high cargo capacity. If the drone fills its cargo bay, you will receive mining experience on the crew member assigned to the weaponry station.
Deploying a drone:
To deploy a drone you will first need to scan a planet. If that planet has any resources they will be displayed on the planet map in the upper right corner of the screen. Higher skill in scanning will display more nodes if there are any and provide higher quality scan results. The higher the quality of the resource node, the more resources it has available to mine. Higher quality resource nodes also provide higher returns as they are usually rich in valuable resources.
Select the node on the planets surface and the “deploy drone” icon will be displayed below the planet info panel along with the number of available drones you have to deploy. Select the icon and a drone will be launched. The drone will fly to the surface of the planet, the node icon on the planet map will change to let you know a drone is assigned and the drone will be added to the drone manager list.
Retrieving a drone:
Eventually, drones will deplete the resource. A drone with a depleted resource (or a drone that was set to manual that has a full cargo bay) will be displayed in the Drone Manager as “IDLE”.
To retrieve the drone, fly your ship to the system where the drone was deployed, select the drone in the list and click the “Retrieve” button at the bottom of the drone manager. The drone will return to your ship, unload if it has any cargo and set itself to storage. The drone will be removed from the drone manager.
Drone Manager
The drone manager can be accessed while in space via a new icon in the lower left of the screen. You can see how many drones you have and how many are deployed. Every deployed drone is listed and selecting any drone will show you it’s current status ( mining, traveling, idle etc.).
You can also access the drone manager from the Log->Map in space or when at stations or mission locations. Selecting a drone will center the map on the system where the drone is deployed.
If you select a drone while in FTL space, the system the drone is located at will be selected in the upper left system panel making it easy for you to target and approach that system for drone retrieval.
NOTE: Currently “Gas” nodes retrieve ore. I’ll make the changes needed to harvest various gas nodes when I get the trading system in the game.
There is a new in-game guide entry for the drone mining system.
Thanks as always for supporting Stellar Tactics and have a great weekend!