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KickStarter Stellar Tactics, a sandbox sci-fi RPG - now available on Early Access

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,321
I don't think he's banned people on Steam. He seems one of those devs that replies as much as possible.
 

StellarTactics

Maverick Games
Developer
Joined
Feb 29, 2016
Messages
38
I'm still here - just very busy with the next content update - boarding. Every ship in the game has had its interior modeled and today I completed hooking up all the AI, mission targets etc. Now, on to code the boarding procedures, repair systems, and other objectives for boarding. 35+ days getting everything rigged and over 40 new levels/locations.

Autonomous Universe AI - this is actually in the game at a fundamental level - that is, AI choose what they are doing, travel between systems on various tasks (exploration, trading, faction warfare etc.). Right now you can see them FTL into systems, travel to a station, undock and leave with a new objective. Each of these ships is an AI doing what players do for the most part. I'll be looking at this more in the future so this is exposed to the player and they can have more of an effect on the factions, economy, and exploration.

I should visit more often - I've just been slammed, and (as of now) no corona, thank you very much! I hope all of you are well and safe in these odd times.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
99,684
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/newshub/app/465490/view/2230917304391678800

Boarding - First Look
A quick look at the new boarding system scheduled for release in June.

Well, I’m code complete on the boarding system as of today. I’ll be fixing a number of bugs, play testing, balancing, and finalizing everything over the next few weeks.

Boarding is accomplished by:
1) Disabling a ship's shields. At this point, a new icon appears next to the ship's target menu.
2) Selecting the subsystem targeting icon lets you target various ship subsystems (engines, turrets, and ship systems).
3) Once those are destroyed, you can board the ship.

You are competing against the enemy crew who is trying to repair their shields. In most cases, with decent turrets, this should never be a problem.

Every ship in the game (40) has had its interior modeled, enemies placed and objectives scripted. When you board a ship, you will need to eliminate the crew, repair or salvage various systems for components and place a beacon on the ship's helm.

Once a beacon is placed, you can then contact Arkus, a salvager who will give you a fixed price based on the current state of the ship. Repairing a ship before selling it will get you the best possible price, however, Arkus pays well below the market average for ships for his services. The prices are fair for the effort and he handles translocation, dismantling, and distribution. So, boarding is relatively balanced with most other activities in the game. Scrapping components is critical as these components can only be obtained by scrapping boarded ships. As you gain skill in repair, and with a decent salvaging skill (and upcoming perks), repairing ships to full capacity for full bonus sale prices to Arkus becomes easier.

I had hoped to get the updated skill and perk system in for this next patch but will need to work on this more after the release of the boarding patch. This patch has had a massive amount of work put into it and it’s taken a bit more time than I anticipated.

I hope you are all well and safe. Thanks as always for supporting Stellar Tactics!
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,321
Some thoughts on the current state:


Still grindy as hell. Nothing much to do except accepting same-old missions and mine for resources to sell. Additional mission variations have just been announced in the latest update I think.

Defeating enemies feels too easy, unless you're taking on enemies way above your level, in which case you'll get obliterated in just a couple of turns.

Higher level enemies look visually the same as those you encounter at the beginning of the game. I'm sure more variations will come at some point.


Remember that not all core elements have been implemented into the current build, so I'm pretty sure a lot of these issues will be taken care of, especially after the introduction of the fully working Autonomous Universe AI along with proper working factions, special locations and storyline. This game is like one big canvas waiting for all the details to be added in.
 

urmom

Learned
Joined
May 28, 2020
Messages
308
this game looks fucking amazing. Still a year away it seems at least though, maybe more?
In terms of 'looks' the game is not very ambitious. Would prefer 2D compared to the game's current 3D jankness. (Bad 3D looks worse than bad 2D.)

This applies to current level design as well.

I suppose this is all subject to change in the coming months.
 
Last edited:
Joined
Jul 8, 2006
Messages
3,027
this game looks fucking amazing. Still a year away it seems at least though, maybe more?
In terms of 'looks' the game is not very ambitious. Would prefer 2D compared to the game's current 3D jankness. (Bad 3D looks worse than bad 2D.)

This applies to current level design as well.

I suppose this is all subject to change in the coming months.
I just mean all the and systems being built into the game. Ever since I played EVE I wanted a game where with similar controls to that but which was more a RPG than an MMO, this looks like maybe that is how it works, but with boarding and even more RPG elements. I have not played it at all, I don't usually play games in EA, because I make myself bored of them by the time they come out and then I don't end up playing them. So I hope to find out someday how this turns out.
 

Nijar

Novice
Joined
May 9, 2020
Messages
25
I should visit more often - I've just been slammed, and (as of now) no corona, thank you very much! I hope all of you are well and safe in these odd times.
Yes, you should. Why don't you? Corona killed you or still alive and shame on you?
Anyway, bought your game some time ago and it's nice. Be more active on GoG. Want to like your game more, so more updates please. Don't get killed, take care. :)
 

vmar

Savant
Joined
Oct 17, 2015
Messages
210
Dev please don't die cause this is one of the only games I'm looking forward to.

Once I finish my SJ run on wasteland 3 I'm most likely gonna play this again. Haven't played since the release of ea so I'm super excited to see what's new.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,076
https://store.steampowered.com/newshub/app/465490/view/2796129823807816690

Here is a summary of the things you can expect for the next content patch. I hope to have this update ready for everyone by the end of next week.


Perks
The next patch will introduce the perks and skill tier bonuses for salvaging, crafting, and repair. All perks will be in the game. Some perks and tier bonuses have been revised to be more useful.

Perk and tier bonus progression adjustments
780c10e8445bddf8a9c7455ad4958fc539351d87.jpg

Perks or skill tier bonuses will be rewarded every 5 levels with the next patch. Perk selection and preview has been completely overhauled so you can preview all skill perk and tier bonuses through skill level 100 at any time. Perks are still situational and you can switch between selections in each group as you have in the past.

The repair system and equipment wear
83b45af348f75ef019f33f87b411cc7cd8d75c8f.jpg

Weapons, armor, and ship equipment will all degrade over time. The repair skill will allow you to repair gear through your inventory by pressing the spacebar when hovering over an item. Perk bonuses will allow you to apply additional durability bonuses to repaired items (max 125% condition) and repair tier bonuses will apply reduced item degradation to items, slowing the wear of items based on your current repair skill level. Wear progresses at a relatively slow pace so, you won't need to worry about repairing items every few missions.

The crafting perk line will allow you to apply permanent base durability bonuses to crafted equipment, assuming those perks are selected when crafting. The base durability for weapons, armor, shields, and ship equipment can be increased to 130% at the maximum crafting skill level.

Items that do degrade below 50% will have reduced functionality. Ranged weapons will misfire and jam, melee weapons will do less damage, armor will mitigate less damage, turrets will misfire, ship systems will have additional negative penalties.
  • Below 25% - Additional penalties are applied.
  • Below 5% - Items will barely function.
  • At 0% Items are non-functional and must be repaired.
A new slot in the crew manager will let you assign a crew member to a repair station. Repair experience is granted to the crew member in the ship repair slot. Ship damage and ship equipment will be repaired over time as you travel the universe, reducing the need to dock and repair. This will be automated as long as a crew member is assigned to maintenance. Of course, there are some situations where if you do take heavy damage, you may want to manually repair your ship equipment.

Ammo converter
8a29b4e48c98368c9e44e23f5b1278631fd1e4a5.jpg

A new device will be available from Varadyn faction vendors that will allow you to convert any type of ammo into other types of ammo. The UI will be simple to use and you will be able to directly convert standard and heavy weapon ammo at the following ratios:
  • Pistol, SMG, rifle, shotgun, and E-Cell to any other ammo type in this category = 1:1 ratio (1 for 1)
  • Pistol, SMG, rifle, shotgun, and E-Cell to missile, fusion cell, flamer fuel, minigun = 3:1 ratio (3 for 1)
  • Missile, fusion cell, flamer fuel, minigun to any other ammo type in this category = 1:1 ratio (1 for 1)
  • Missile, fusion cell, flamer fuel, minigun to pistol, SMG, rifle, shotgun and E-Cell = 1:3 ratio (1 for 3)
The device can be used in any ground location including missions.

New ranged weapon sound effects - Most of the ranged weapons in the game have new sound effects. I think they sound much better overall and they pack a lot of punch.

Schematics can be reviewed in the salvage UI so you can see what you have unlocked at any time.
247a9d1e3a3e7e07dc82c875e3c99b93838acf9e.jpg

And of course, a number of bug fixes and issues that were on my list.

As with all patches, there will be no save game reset – you can just pick up the game and move forward from where you left off.

Once this patch is released, I’ll be finalizing the new weapon special attacks. I had hoped they would be finished at this time, but they need a lot more work. I expect these to be done in December along with a number of other smaller enhancements and QoL adjustments.

It will be great to finally be in a place where I will be working on the expanded mission system, more story content/locations, lore, new enemies, more armor sets, faction agents/merchants for the rest of the main factions, and of course - polish. It's been a long road getting to this point. I'm sure a lot of you are looking forward to the continuation of the game story and some of the features that will be unlocked through the story and side missions.

As always, thanks for supporting Stellar Tactics! I hope you all have a great weekend.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
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Messages
20,709
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/app/465490/discussions/0/2935742047971891222/
Hotfix incoming - 10/3/20
I posted a hotfix today that addresses the following issues:

FIXED: Missile launchers fixed. They now cause AE damage.
FIXED: When scanning ships, a warning was posted to screen that you need a crew member in the engineering station - even if that crew member is already at the station.

UPDATED Reduced the amount of wear applied to 1hand melee and pugilism weapons.

UPDATED: Reduced the number of finishing items used when repairing. Failed repair attempts no longer expend finishing items. When repairing, you no longer use a single resource of each type. Instead, each finishing item resource has a chance of being expended.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/app/465490/discussions/0/2970645580585272400/
Patch incoming - 10/9/20
A few fixes and updates today. A patch should be posted in the next hour.

I also wanted to let everyone know I am reading your comments - thank you for posting. A few things:

The next "content" patch will let you assign dedicated crew members to repair, hacking, salvaging, and crafting. I agree it's annoying to constantly swap crew members so the correct crew member is doing the required task. There are other QoL requests I have on my list to implement and I'll try to implement as many as I can in the time I have - prioritizing the combat special attacks which are the next major content update.

Regarding the 60fps cap and the uncap framerate option. For those of you who want to try this option again, I've made some changes in this patch. Primarily to the way VSYNC and high refresh monitors interact/interrupt the loading of areas. For those of you with high refresh monitors who want to give it a try, select UNCAP FRAMERATE (EXPERIMENTAL) in the video options. If you do have any issues, just deselect this option and restart the game. I've been testing here at various refresh rates above 60htz and everything seems stable. Post on the "Submit bugs" forum if you encounter any issues. https://steamcommunity.com/app/465490/discussions/7/

UPDATED: Increased repair EXP.
UPDATED: Increased experience gain for piloting, weaponry, electronics, and targeting
UPDATED: Increased cash reward values for cleared discovery locations - phage infections, boarded hostile stations, etc.
FIXED: When in rotate character mode, it was possible to right-click enemies which would lock up the game.
FIXED: A bug that could cause scanned planetary stations and nodes to disappear when returning. If you are returning to a planet after completing a mission taken from a faction vendor at a planetary station, and cannot turn in a completed mission (return location is not visible on the planet) you should abandon the mission in the log. Going forward, it shouldn't be an issue.

Thanks as always and have a great weekend!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
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Messages
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/app/465490/discussions/0/3008927444654192116/
Patch incoming - 10/24/20
This is primarily a stability patch with fixes for a CTD related to frequency modulators and hopefully a permanent fix for the rare random level load lockups. A number of other issues have been fixed/updated.

PATCH NOTES:
Disabled frequency modulator particle effects for now. The particle effects were causing CTD's on a small number of systems.
A fix for a rare random lockup when transitioning between areas.
Improved load times when transitioning between areas.
UPDATED: The repair experience progress bar displayed in the repair window now displays as progress toward the next level.
UPDATED: The Shikaru Lifesign Tracker can now be used while in combat.
UPDATED: Bonus PROC damage from frequency modulators is now calculated into melee weapon EXP.
UPDATED: Increased the possibility of gaining bonus experience towards the next schematic tier when disassembling items.
FIXED: The autosave before leaving the Dauntless now functions as intended. You can now reload this save and the mission to escape the Dauntless is reset. This is not retroactive.
FIXED: A error in the display of FTL drive info when crafting.
FIXED: An error in the calculation of equipped CHA armor when generating vendor prices for ships and equipment.
FIXED: An assert when transitioning between areas with autosaves on.
FIXED: Settings changed in the options menu now save correctly when pressing the ESC key.
FIXED: A progress calculation error related to crafting perk selections and how they interact with AP bonuses to crafting progress.
FIXED: A few typos in perk descriptions.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,684
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/465490/view/2932371866752422762

Progress Update - Weapon special attacks and support skills
New weapon attacks, support skills and QoL updates.

I'm posting a short WIP video today showing some of the new weapon special attacks and support skills. I'm also showing a few QoL changes that are coming in the next content patch. I expect the next content patch to be ready on January 8th.

For those of you who have been playing Stellar Tactics, I'm sure you have noticed the two empty slots on the combat tool-bar. Those have always been reserved for weapon special attacks and support skills. These will be available from level 1 and increase in power as you gain skill in the weapon class they are associated with.

Special attacks are zero-AP cost attacks on a global cooldown timer. They provide a number of effects like PBAoE, target-based AE, and burst single target damage. The goal of the attacks is to give you additional options. Save them for a tough fight, or use them any time. The attacks make a big difference to the pace of the game. Also, because NPC's can use these attacks, you will need to be on your toes making sure your crew's HP is topped off.

The new support skills give you additional mobility, the ability to charge your shields, reflect damage, and the possibility to taunt enemies off of crew members who need a round to regroup.

In addition to the new support and combat skills, a few QoL updates are coming:

Dedicated crew members - You can now assign dedicated crew members to hacking, salvage, crafting, and repair. That means regardless of who engages these skills, the dedicated crew member will always perform the action and gain the EXP. For repair, it means you no longer need to drag weapons and armor off crew members into general inventory.

Crew member review - You can now review any crew member from the crew manager. This makes it easy to assign perks to any crew member without needing to move them into your ground crew.

Hacking update - You can now enter combination keys when hacking before the cooldown expires. This makes hacking a lot faster.

Boarding ships - There will now always be a container with the loot that would have dropped from the ship if you had destroyed it. This should make boarding a bit more profitable. In addition, larger ships will pay out more than smaller ships. Overall, I'll be adjusting the amount you get from ships marginally. Of course, repairing ships completely before selling them always pays the most.

Happy Holidays to all of you! Stay safe and thank you for supporting Stellar Tactics.
 

gurugeorge

Arcane
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Aug 3, 2019
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London, UK
Strap Yourselves In
This is a bit of alright isn't it? Seems like it's going to be hearty Codexian fare so far, though I'm still in the introduction, but you know how it is, you can tell pretty quickly how these things are going to go.

Obviously a labour of love. A wee bit clunky here and there, and a tad finicky wrt clicking sometimes; but certainly playable and enjoyable.
 
Self-Ejected

TheDiceMustRoll

Game Analist
Joined
Apr 18, 2016
Messages
761
This is a bit of alright isn't it? Seems like it's going to be hearty Codexian fare so far, though I'm still in the introduction, but you know how it is, you can tell pretty quickly how these things are going to go.

Obviously a labour of love. A wee bit clunky here and there, and a tad finicky wrt clicking sometimes; but certainly playable and enjoyable.

Biggest complaints I can find is there isn't enough to do yet. I think that's a good sign for an EA game - "This is good, but there isn't enough of it right now"
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,321
My main complaint is that the combat is very easy (ground), unless the enemies are way above your current level. Admittedly, I haven't played the game in quite a while, some things may have changed in that regard after the latest couple of updates.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,915
Location
London, UK
Strap Yourselves In
The new weapon specials are quite fun, though not terribly effective yet at the level I'm at (for me they're at a, "useful if you have a few enemies left on a sliver of health who happen to be clustered together" level of effectiveness). Could also do with a bit more oomph in the visuals and audio, but that's a counsel of perfection at this stage, I know.

I like the extra pressure they bring from enemies (the more bossy of whom also have such skills) though, it means I do have to factor health packs into the rhythm of play. Whereas previously, so long as I worked the defensive stance into play regularly, combats would mostly be over by the time my chars were getting dangerously low on health, now I can occasionally have big chunks taken out of several guys at once, so I have to be even more aware of positioning and of keeping the wee fellows topped up health-wise.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,915
Location
London, UK
Strap Yourselves In
The "sluggish anims and scrolling" problem seems to have been solved with the last patch. Whereas previously you had to tick the "experimental frame rate uncapper" button to stop the game from feeling like you were wading through glue, now the VSYNC ON option makes it all lovely and smooth without the slight riskiness of the uncapping.

I hope he does more story, as although the Dauntless prologue and aftermath don't seem to be written by a "pro" writer, and it shows in terms of a slight stiffness to the dialogue, nevertheless it has some nice nerdy detail and all the charm of a single dev's devotion. Just like the old days! :)

It's a very lovable thing.

One criticism I'd make that should be relatively easy to sort out, is that the skill descriptions should mention the attribute requirements. As it stands, only the SMG skill description tells you what attributes are relevant, for the rest you have to make a rough guess from the attribute descriptions. For example, I read that Pugilism is mostly AGI some STR, but without that info, just going by the attribute descriptions the new player could easily make it mostly STR with some AGI, since there's nothing in the Pugilism description that gives the right proportion.
 
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Taka-Haradin puolipeikko

Filthy Kalinite
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Messages
20,709
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/465490/view/2945884024691196334
Weapon special attacks, support skills and more

Hi all - I am happy to release the latest content patch for Stellar Tactics today. There are a lot of changes in this build so please read the patch notes below. I'll be monitoring the bug forums closely over the next few days and patching out any issues you might find. While I've done a lot of testing on this build, as you know, things happen. I hope you enjoy the changes.

I expect I'll be spending a week or two tweaking a few things with the special attacks, addressing issues (if any), and clearing a backlog of small issues that need to be looked into.

What's next? Sometime in the next week, I'll post an update covering what you can expect going forward. There are a lot of changes coming to Stellar Tactics and I'm really excited to be at a point where I'll be implementing new story content, expanding the mission system, polishing various rough edges, adding psionics, and more.

ADDED SPECIAL WEAPON ATTACKS AND SUPPORT SKILLS:
Weapon special attacks and support skills are now in the game. Note that enemies start using special attacks at around level 5. Players get all weapon skills at the start of the game and they improve over time with five total tiers increasing at skill levels 20, 40, 60, 80 and 100. Weapon skills are specific to each weapon type and several are shared (1hand slash and 1hand blunt). Initially these attacks are fairly weak, however, over time they scale nicely and you will be using them regularly in combat.
  • Special attacks and support skills use zero AP and can be triggered at any time if they are available as long as it is your turn in combat.
  • Special attacks are guaranteed to hit, however, DEFEND can mitigate damage.
  • Enemies start using special weapon attacks at level 5
  • Weapon special attacks are on global cooldown timers.
  • Support skills are reset at the beginning of combat. You can use sprint, taunt, and barrier at the start of each combat session.
  • You can use special attacks and support skills from both equipped weapons ( primary and secondary ) in the same round if global timers are reset by swapping weapons.
  • Special attacks, taunt, and barrier increase in power as you gain skill in that weapon class at levels 20, 40, 60, 80 and 100.
  • Game difficulty affects how NPC's use special attacks by changing how often they are used. The frequency and power of these effects from NPC's vary by enemy difficulty. A regular NPC will use them less often, a single skull enemy more often and bosses will use them most of the time when their cooldowns expire. On easy mode, these attacks are less likely to trigger - on extreme difficulty the attacks will be triggered more often.
  • Some enemies have special abilities. For example Phage vomit. Rather than triggering a special attack, they will use their special twice in one attack if they trigger a special. New enemies in future updates may have similar attacks that they use more than once in a combat round.


UPDATED - BOARDING:
  • When boarding a ship, there will always be a loot container that contains ship equipment loot similar to what would have been dropped if you had destroyed the ship. NOTE: Ore and ship ammo is not included in the loot table.
  • Enemy subsystem regeneration time increased by 30 seconds. It should now be easier to board ships with lower-tier ship equipment. Note that it has always been intended that boarding a ship with starter turrets would be difficult. Upgrading your turrets and systems will make boarding enemy ships much easier. While boarding, a ship may regenerate its shields, however, they go down faster after repaired by the enemy crew.
  • General reward for selling ships to Arkus increased by 30%. Selling a ship with multiple decks increased by 70%. Note that repairing ships to full always rewards more and yes, it does take some time to gather the components - though, with higher salvage skill, more components are rewarded. I will be adding side missions for Arkus and he/she/it will have missions that will let you earn better rewards as you develop your relationship.


ADDED - REVIEW AND UPDATE CREW PERKS/STATS FROM THE CREW MANAGER:
You can now edit crew member perks, stats, portrait, voice, and name in the CREW MANAGER for any crew member by selecting the crew member you want to edit from the list on the left and then clicking the "EDIT CREW MEMBER" button. This is very useful when adjusting space crew perks for mining, space combat etc. Previously, you needed to add the crew member to your active crew to make adjustments.

ADDED - DEDICATED CREW MEMBERS FOR HACKING, SALVAGING, CRAFTING, AND REPAIR
When activating any of these skills, you can now select the active crew member as dedicated. This means that no matter which crew member activates the skill, the dedicated crew member will be the crew member who's skills and perks are used. This crew member also receives all experience from actively using these skills.
If you would prefer to not use a dedicated crew member anymore, just select the portrait to remove the "check mark" and the crew member that initiates the skill will be used.
The first time any of these skills is used a popup is displayed explaining how to select this crew member as the dedicated crew.
SELECT DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and a checkmark will be displayed indicating this crew member is not the dedicated crew member for that skill.
REMOVE DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and the checkmark will be removed indicated a dedicated crew member is not selected for that skill.
--NOTE: Removing or replacing a crew member from your ground team in the crew manager will reset your currently active dedicated crew. You will need to re-assign a new crew member to the various tasks.

UPDATED - VSYNC AND FRAMERATE CAP OPTIONS:
Uncapping the framerate in the video options has been changed to give players more options. You can find a new slider in the video options menu. Default is VSYNC ON. The slider lets you cap your framerate to 30 FPS, 60 FPS, VSYNC ON, VSYNC 1/2, VSYNC 1/4, and NO LIMIT (no cap at all!). VSYNC is highly dependant on your system, monitor, and video card settings. This should give players more options and hopefully address issues of animation slowdown. If you have any issues, you can always either uncap the framerate completely by dragging the slider to the far right or set the framerate cap to 60FPS or even 30FPS.

I'll keep an eye on the bug forums to see if any of the VSYNC and framerate adjustments mentioned above cause any issues. VSYNC ON should always provide the best performance.
GENERAL PATCH NOTES:
UPDATED: Increased base Micro-Warp speed of ships.
UPDATED: Reduced spam-click timer so there is less delay when interacting with objects and NPC's.
UPDATED: Skyboxes for the main menu and FTL space.
UPDATED: Doubled faction token and faction standing rewards for agent missions.
UPDATED: Doubled positive/negative faction reward values for clearing explore locations.
UPDATED: Increase the number of credits rewarded when completing a faction agent mission
UPDATED: Faction display in the log map area now displays your current faction values as positive/negative values ranging from -50,000 (worst) to +50,000 (best). Neutral ranges from -10,000 - +10,000.
UPDATED: Hacking and auto-hacking are now faster. When entering the correct key code, the next combination digit begins immediately instead of waiting for the cooldown timer to expire.
UPDATED: Repair and Salvage experience bars when repairing/salvaging ship components on boarded ships now show experience toward the next level instead of total skill experience.
UPDATED: Adjusted bleed damage down a little.
UPDATED: The FTL guide entry is displayed the first time you enter FTL space. A reminder to accelerate is displayed on the screen when entering FTL space. Additional information added to the FTL guide entry noting that piloting skill and FTL drive quality affect SHIP speed in FTL space. Guide entries/tutorials will eventually get an overhaul.
UPDATED: Added new key binds. Your current key binds have been reset.
Keybind for toggling grenades on/off [O]
Keybind for toggling med-kits on/off [P]
Keybind for scanning the selected target in space [DELETE]
Keybind for attacking the selected ship. When in space combat you can tab-target ships in combat with you, and press the attack key to switch all turrets to the new target. [RETURN]
FIXED: Neutral system stations would occasionally spawn faction agents that would give missions that could never be completed.
FIXED: It was possible to mount heavy turrets on light turret mount slots. I recommend replacing any heavy turrets mounted on light turret mount locations to avoid issues with space combat.
FIXED: Corrected ship info list below turrets on ship screen [K} so it correctly displays the mount point info for heavy/light turrets.
FIXED: If entering the Abandoned Facility and taking missions before completing the Slice Mines mission, it was possible you could not turn the Slice Mine mission in to Scarby Hurzog.
FIXED: Rollover highlights for a number of objects.
FIXED: When removing status effects using first-aid perkS, the status effect displayed under the crew portrait is updated immediately.
FIXED: A few minor visual glitches with projectiles.
FIXED: A few material errors with Kchor NPC's
FIXED: A skill rounding error when recruiting mercs that would round skills down one level occasionally.
 

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