You're playing it? PlebberEnjoying the game so far
Crafting preview
I’m posting a video first look at the crafting system today. There is still a good bit of cleanup, bugs to fix and balancing work to do. I’m hoping to have this patched into the game in a week or so.
Crafting requires various components:
- Crafting components are broken down from items you find in the world using the salvaging skill
- Refined ore and rare earth minerals from mining or purchased from the Trade-Net
- Finishing items salvaged from junk you find in your travels
Crafting requires schematics that are unlocked as you salvage items and learn more about them. Schematics can also be very rare drops from various enemies and in ship crates. Over time you will gather a large number of schematics that can be used to craft gear for your crew and parts for your ships.
Assuming you have a schematic and the required resources (components and refined ore) you can begin crafting by selecting a crafting station found on trade stations across the universe. I’ll also be adding crafting stations to ship interiors when I patch the boarding system into the game at a later time.
Once you find a crafting station, you can select a schematic and the table is automatically filled with the resources you need to craft the item. Refined ore and rare earth minerals are pulled from your cargo hold and from the station's storage when crafting, so, you can stockpile these items on stations if you want to. Components and refined ore are required. However, it is very important to also have a good stock of rare earth minerals and finishing items.
Some crafted items have additional options you can select. For example, beam pistols and rifles have options to select various damage types. Ship equipment requires you to select a ship type. Your current ship is always selected by default.
You can re-roll the base stats for most items. Ground weapons are the exception as they scale on the weapon skill of the crew member. When crafting a weapon, you can select crew portraits to preview the weapons stats on that particular character.
Rare earth minerals – At various stages in crafting negative and positive “conditions” may develop. If you do not have the appropriate rare earth mineral, it could cost you finishing points, increase your chance for a crafting process failure and decrease the number of actions you have resulting in a lower quality item. Having the correct rare earth minerals will also let you trigger bonus effects for additional finishing points and extra action points.
Finishing items – The last stage of crafting is finishing. At that point, you should have the correct finishing items from salvaging to take advantage of allocating finishing touches to the item. These additional points increase the effectiveness of the item you are crafting.
In general, high quality crafted items will always be better than item drops or equipment found on vendors. The exception to this will be some of the new bosses that will be coming to the game and perhaps faction gear which will see a re-balance in the near future. When crafting weapons, especially higher quality weapons with mod slots, those slots are unlocked based on the quality of the crafted item. In addition, higher quality items unlock more finishing options so you will need to keep an eye on conditions when they pop up.
That’s all I have to show for now. I hope you enjoy the first look at the crafting system!
- Implement new animations
- Special weapon attacks
- Addition of weapons for pugilism - specifically gloves that take mods and a few adjustments to damage
- Boarding
- Repair system for both space and ground. The space repair system will allow you to assign crew members to ship repairs. You will of course still be able to pay for repairs on stations. This includes the re-implementation of ship equipment, and ground-based weapon and armor wear.
- Ability to assign perks from the crew manager
- A few additional devices that can be used in combat.
- Sneaking and trap system
- Patrolling enemies and NPC's
- Quick itemization tuning pass
- Global tuning pass
- "Autonomous Universe AI" (AUAI) testing and tuning
- Addition of remaining narrative and locations for the main story
- Additional locations for Dynamic missions
- Ability to override portraits with custom portraits for your team members.
I admit that i am already getting a bit tired of it. There is quite a lot of combat, especially if you decide to do a long random mission(these ones do pay very well however and there is guaranteed good loot).Do you get used to the fighting? Is there a lot of it? Do chars have to be specialists or should you spread skills?
Patch 10/31/19
Happy Holloween! A few fixes and updates today.
UPDATED: Basic schematics have a higher drop rate so they should be easier to find.
UPDATED: Initially, before getting your ship, you will loot at least a few basic schematics.
UPDATED: Reduced the base cost of mining turrets from vendors so they are accessible early in the game.
UPDATED: Reduced frequency at which NPC and PC AI scan for targets on level load and during world interactions to avoid a rare lockup.
UPDATED: A message displaying the number of units of ore required to start the refinery is sent to the screen if the refinery cannot start.
UPDATED: When mining, turrets now stop firing automatically when your cargo hold is full.
UPDATED: If you attempt to micro-warp and your turrets are active, turrets are automatically turned off and micro-warp is triggered.
UPDATED: If you forget to turn your shields on and are jumped by enemy ships, they are turned on for you automatically. Of course, not ideal as you really want your shields charged to "full" before combat. Your shields cannot be turned off while in combat.
UPDATED: When closing the salvaging hud, you now return to the inventory screen.
UPDATED: Occurrence of "Level up" voice SFX reduced.
UPDATED: Hacking and auto-hacking are faster.
UPDATED: Reduced frequency of AI ships attacking each other in star systems to improve performance.
FIXED: When salvaging mining lasers, the mining lens housing was not being generated.
FIXED: Schematic experience is now granted when salvaging missile turrets.
FIXED: A label display error with cleared planetary bases.
FIXED: Neutral factions now correctly display neutral faction in the faction progress bars on map and system info HUD.
FIXED: A number of UI text display issues.
FIXED: Occasionally the camera could get stuck in a rotation state until you clicked again.
FIXED: Perlite icon is now displayed correctly in Trade-Net.
FIXED: Occasionally the auto hack button was left displayed on the screen.
Patch incoming - 11/14/19
A few fixes today. I'm busy working on the next content update but thought I would get these out before I start making other changes:
UPDATED: When colliding with another ship, if you are following a ship, your current target is not reset.
UPDATED: When colliding with another ship, your ship no longer stops. You do take damage as before.
FIXED: Display of equipped primary and secondary mods that provide damage bonuses fixed. Now, the correct bonuses are displayed on each equipped weapon as intended both in the rollover info and below the equipment display.
FIXED: Thrust and afterburners will no longer cancel out ship rotation values when turning using the keyboard.
Patch incoming - 11/19/19
A few quick updates and adjustments in this patch. The patch should be live in a half hour or so.
UPDATED: Space combat awards more EXP to ship skills.
UPDATED: A few adjustments to salvaging and the value of crafted items at high levels. It was very easy at higher levels of skill to generate a shipload of crafting mats from a few items and make large amounts of credits.
UPDATED: The beacon in Achmedius cannot be destroyed now. You must place a single beacon in any other star system before the Trade-Net is activated.
UPDATED: Moved the "Destroy beacon" button away from the translocate button on the beacons menu.
UPDATED: I did a bit of work on movement to reduce the idle delay, rotation speeds, etc to make movement a bit more responsive. I'll be doing more work on this as I continue towards the next content update that includes an update of character animations and ground combat.
UPDATED: "Bloom" values adjusted globally. This provides increased intensity at higher settings and a more defined glow effect. You can adjust the intensity in the video options panel.
Added depth and motion blur effects to the game. The effects are a bit more subtle in the ground locations. Some won't like these at all but the option is there for others that do.
ADDED - EXPERIMENTAL: Option to turn on motion blur. This option has an effect on FPS and is off by default. The option is in the video options panel.
ADDED - EXPERIMENTAL: Option to turn on depth blur. This option has an effect on FPS and is off by default. The option is in the video options panel.
10 Turns Interview with Stellar Tactics developer
After 35 years as videogame player it’s quite difficult to find a game capable of surprise me at first sight.
It’s almost a miracle, but sometimes even miracles can happen!
I remember that the first time I saw Stellar Tactics I thought: “Why hasn’t anyone done this before?”. The charm of Stellar Tactics for me is all in this unanswered question.
The game starts from a simple yet amazing idea: mix together XCOM, FTL and a little bit of Elite. The result of this amazing union is an endless list of features! In Stellar Tactics, we will find: space fights, trade, space exploration, factions, ground combats, crafting, a lot of quests and so on.
And, believe it or not, behind Stellar Tactics there is a solo indie developer!
In conclusion, my personal and final opinion is that you can find far more ideas in this game than in any other AAA game out there.
And now, without any further delay, let’s start with our interview.
1st Turn) Reading the features of Stellar Tactics we can get the idea of a huge game and I read that part of the content is procedurally-generated. Now my question is: can we hope to find also some hand-crafted content, like missions or dungeons?
Every area is hand crafted – that is, whenever you enter a procedural mission area, the level, placement of objects, placement of enemies is fully hand crafted. In each area, the engine selects hand placed enemy “sets” and a number of chests, lockers etc for loot. These mission areas are then assembled into a series of areas to create a “dungeon” for players to explore. These range from 2 areas to as many as 10 which tend to be very long missions – 3-5 hours each.
Right now, there is about 10 – 12 hours of hand crafted story content, each area designed by hand including the characters, dialog, mission structure and object placement.
2nd Turn) The game boast a “massive living universe with over 160,000 star systems”. Don’t you fear that, in spite of it, the game could be too repetitive and grindy?
No fear of the grind here – I like to grind and Stellar Tactics is a grind-fest fit for the best of the grinders if that’s the way you want to play it. However, you can choose to explore, take missions/bounties, engage in space combat, mine, trade, refine, develop your crew, earn enough for a new ship and do things any way you choose. If you decide to take a break, you can come back and start right where you left off. There are no save game “wipes” planned for the game – ever.
I think the word “grind” is really just a way of defining burn-out completing repetitive tasks to reach a goal. The key is to provide enough alternative activities (and ways to make money) in the living universe so players can switch from one activity to something else and break things up. If you fixate on a single goal in any game that takes a lot of work to achieve, you are going to feel like the game is a grind. Eventually, every one burns out on a game. Happens to me all the time – then after a few months I come back and get back into it.
3rd Turn) Your game seems to be able to fill a niche in the market. At the moment of the final release, we will find in Stellar Tactics space combat, ground combat, planets exploration and trade. How hard is for you to balance all this features, considering that this is essentially a single dev project?
It’s not easy. The game has been a labor of love for years. The most difficult thing I find being a solo indie developer is anticipating all the possible edge cases for the various play styles. You think you have something that works well, you put it out there (and cringe a little when you do it) and hope for the best. In most cases things work fine – occasionally I find that I’ve overlooked something – an exploit – a bug if you do x-y-z in a specific order or, in general a system is a complete fail.
I do have a very specific set of features in mind for the game, so I don’t really worry about feature creep. I’ve also developed my own form of iterative development that works for me. Implement content, gather feedback, revise, bug fix and then back to the beginning for the next feature. This system works for me, however, it can be frustrating for players in some cases.
One example is that some players want crafting in the game right away. However, to get crafting in the game I need items to deconstruct, mining, mining perks, drones and refining to all work well. Each of those is a dependency for the crafting system. Right now all of those systems are in the game so I can get started on the crafting system. As a solo developer I generally do not work on things in parallel.
4th Turn) I know that Stellar Tactics can be played easily like a sandbox game, but I’ve also read that you can follow a main story. So, in this regard, my questions are: how long will be the main storyline? What will be its importance for the player? And, lastly, there will be also articulated secondary quests?
I can’t say exactly how long the main story will be. The story will be released in chapters, there will be meaningful engagements related to your main character (the character you create who comes out of stasis at the beginning of the game.) Right now the game has about 10 hours of story and that is just the prologue that brings players to the sandbox.
There will be side quests for various factions in the game, a few key character quests and some larger universe altering missions. And then, of course, there are unlimited bounty’s/missions you can take right now in the game. I’ll be expanding on that system during BETA to make it a more “personal” experience.
5th Turn) Looking at the screenshots, it’s almost impossible not to notice resemblance to some cornerstone of the past, like the X-Com series and Freelancer. Besides these, is there something else in particular that inspired you?
Sure, I’ve been a gamer and game developer (Sr. Producer) in the game industry for many years. A few of the old games inspire me the most. It’s one of the reasons Stellar Tactics has an old-school feel to it. I’m finding the number of these games dwindling and I’d like to keep them alive. As big publishers continue to look for big dollars, these games have fallen off their development roadmaps and been replaced with high production value experiences that in some cases (not all) tend to feel a bit threadbare.
–Elite, Sentinel Worlds, Buck Rogers: Countdown to Doomsday, Baldurs Gate, Eve Online and the list goes on. Many of these have been inspirations
6th Turn) Compared to games like Elite, how deep will be, in the final version, the trading system?
It’s fairly deep right now – however, it will never compare to games that focus on trading. As it is, there are 100 goods that can be traded from general trade-goods, refined ore and various ore types including rare earth minerals. I may expand on that – it wouldn’t be hard to do – however, for now I’m going to move on to other things including smuggling.
I think smuggling will be a great addition for the game. The contraband items are already in the trade database and I’ll be working on a side mission and a few items specific to smuggling that players can unlock, including some new AI needed to make this a risky and profitable trade.
7th Turn) OK, now let’s talk about space combat. Reading the early access feedback, someone found this feature a little too passive with very little interaction opportunities. Are you thinking to do something about that? For example, to make the experience more entertaining, have you considered the possibility to add a “boarding option”?
Boarding is on my long list of things to do. Really, space combat is not the core of the game – it’s more of a alternate money making money right now and the means to setup boarding. I do plan to expand on space combat a good bit in the future when I take a second pass at the system.
I know a lot of people really want the boarding system and I’m hoping to move that up in priority after I get a few of the remaining core systems in the game (crafting, stealth, traps and a few other odds and ends).
8th Turn) Do you think to release a modding tool-set for the game?
If I do, it will be related to story content – the ability to create missions and story content for the world rather than modifying the game assets. Perhaps some tools around adjusting stats and game balance. If I do this, it will come after the release of the game.
9th Turn) Now let’s talk about enemies: how many enemy types we will encounter during our adventure? Will we fight against both humans and aliens?
Right now there are humans of different factions (Shikaru, Halamis, etc.), Raiders, Scavvers, Phage (a parasitic species), Mutants of various types and several humanoid mutations (Kchor, Fabricants and the Coven). Speaking of which, the Kchor and Fabricants should be getting their own models soon and be playable characters that can join your crew. I’ve been working on that for a while and will turn my attention to finalizing them.
Of course there are a few other enemy types and I’ll be expanding on that quite a bit over time including new mutations, a few species left over from the Geno-Wars and more.
As far as Aliens (without spoilers) – we know they exist, you meet one species in the prologue, others are “on their way” headed towards your part of the universe.
10th Turn) I’ve to admit that I’m really impressed. A so big game developed by a single person in a so professional way it is very rare. Can you tell us when your little gem will be released?
Thank you, and unfortunately no – see #3 above. Iterative development makes it impossible to give a date. I’m asked all the time.
If I set a date, it would mean that I would need to schedule and define a feature to be completed. Doing this would mean I need to make compromises and a feature would need to be finished even if it doesn’t work well or eventually scrapped in the system as a whole.
So, all I can do is ask everyone to be patient, follow the road-map on the Steam website and help me spread the word. The game is very playable right now, relatively bug free and I have a wonderful following of supportive players that make me want to work long hours on the project.
Bonus Turn) Before leaving you, just a bonus question, Which is the latest turn-based game you’ve played or still playing?
I don’t get to play games often these days. I’d say I still enjoy Jagged Alliance 1-2, XCom: Enemy Unknown and I also enjoy games like Age of Wonders III. I do try to work in a bubble – that is, I’m not trying to innovate as much as I am focused on making the game I want to play. So, lately, I’ve been playing games that are not necessarily in the general.
Thank you so much for the time you have dedicated to us.! Obviously we will continue to follow your amazing project.
Stellar Tactics has a Wiki!
I've had a bunch of requests to start a wiki for Stellar Tactics and I'm happy to say that the wiki is live now!
https://stellartactics.gamepedia.com/Stellar_Tactics_Wiki
This is your wiki, so feel free to add content, edit, upload and otherwise make this a great resource for other players. I've seeded the site with a good amount of information. However, there is so much more that could be added and I would prefer to spend my time developing the game. I'll continue to add pages and information as I add the remaining features, content, and polish.
I'm excited to see where you all take this if you decide to get involved. Stellar Tactics has a great community of positive supporters and I'd like to thank you all for your contributions and support.
I've been very busy with the next content update that includes revised character animations, updated ground combat pacing, a number of new combat features and the weapon class special attacks system. But that's not all. I also have a few surprises that I think you are going to like. More on that in a few weeks when I'll be ready to show you some of the new things that are coming to the game.
Thanks as always for supporting Stellar Tactics!
I just bought it. I had a lot of fun with Battle Brothers early access and AoD early access. Hopefully this will be great, too.
I have set it to the public testing branch; apparently that is the only way to get the latest patches and the new content that was released a day or two ago?
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.
Rtwp. Boarding will be implemented within the next couple of major updates.I'm watching videos and most combat looks turn-based except space combat. Is that real-time? Damn! I was hoping that was TB TOO.
Its awesome man- Plus the developer deserves the support.Ok. I gotta check this Game out. Thanks.