As far as the refresh rate and smoothness of scrolling is concerned, for my system, what I found to work best is to uncap the framerate in the game's own options, but to use a framerate limiter externally, such as RivaTuner. Playing in G-Sync mode at 144Hz and capped at 90fps offers the smoothest, "jerk"-free gameplay I could manage.
Allowing the game to run at the full 144Hz/fps introduces its own scrolling hitches, although oddly the screen rotation remains liquid smooth.
New Horizons
With the addition of the combat special attacks and support skills, the majority of all the core game systems are now in the game. While 2020 was difficult for everyone with the pandemic, I was still able to get a large amount of work done on the game with 19 total updates to the game and several sizeable additions including the boarding system. I’d like to thank all of you for your continued support. Stellar Tactics would not be possible without your generosity and feedback.
So, what can you expect going forward? Well, I’m very excited about the next steps so I thought I would give everyone a glance into the future of the game. Until now I’ve been mostly focused on developing the core structure of the game. Things like combat, space exploration, the universe, inventory, crafting, salvaging, loot and all of the systems that make up the foundation of what Stellar Tactics will be. That is, the container – the universe.
Now it’s time to start filling the universe with meaningful content. Characters you will engage with in various ways. I’d like to expand on the lore of the universe, give you ways to define your place, build relationships with various factions, and expand on the core systems I’ve worked hard to implement.
What does that mean? First, I’ll be working on the story. With that, more of what is happening in the universe will become apparent. Who are the key players? Who were the Aznari? What are the Jhemm? What is this threat that is coming? Should you trust Jensen and Rhamus? And of course, what is your part in all of this? There are likely many questions after playing the Prologue and my goal going forward is to give the player places to go, things to see and do, and to expand on the core of the game with meaningful content and encounters.
I’ll be expanding on the mission system with branching missions that have multiple objectives. Missions may lead to new missions and I'll be looking into new and better completion rewards.
I’ll be expanding the storylines of characters you have already met – like Arkus, Rhamus, Phestus, Scarby, Rodger Crayson, and more. Some of these characters will introduce new mission types for mining, smuggling, salvaging, and ways to earn ships from Arkus through the boarding system.
I'll be adding new enemy types and epic bosses.
I'll be adding new armor sets and clothing for characters.
I’ll be adding Psionics. Psionics will use a new weapon type – the Psi Amp which is rewarded from a series of side encounters related to the Coven. I won’t spoil anything here, though I will say that Psi will be a very useful skill to have with the ability to buff, debuff, heal, and generate various other effects that enhance your team.
I'll be adding faction warfare and unique encounters in FTL space. These will be random locations with exploration, salvaging, and special faction warfare opportunities.
I’ve made an investment in new tools that will help me create unique and diverse characters for the story, new portraits, and in-game models. A few examples below.
Some of these characters you will love to hate.
Others you will learn to rely on.
And special crew members who have their own stories and backgrounds.
I’ll be revising and adding more variety to the universe with new high-resolution custom skyboxes made just for Stellar Tactics by Tim Barton – an amazing artist who specializes in space environments. You can check out Tim Bartons work at this link: Tim Barton on Artstation
I’ll also be knocking off some of the rough edges, improving the game visuals, and addressing QoL issues many of you have been asking for. I will be working on tuning, looking at all of the systems as a whole and how they work with each other, and making changes where they make sense.
I'm going to be patching out a number of small bugs and addressing a few other issues at the end of next week. From that point, I’ll be focusing exclusively on the content mentioned above. It will likely be the longest period of time you have had to wait for a content update and I’ll keep you all posted as I make progress.
Oh fuck thats huge leap in the character portrait, I was kinda expecting some commisioned portrait.
The graphics in the current I have no issue too, just missing some animations and tweaks like body not disappearing and decals remaining, but textures, shaders and art presentation overall was satisfied with.
The rest is pretty fun to engage with, just still undecided how I feel about the skill up system. I have an opinion where it would benefit from level up and skill points per level to make a more harmonious progression and help create a character identity for you and your crew, but at the same time understand that the game has some "grind" to engage with where you skill up whatever and offer freedom to build up your character in that way but the downside of end game where everyone can be everything kindas annoy me, but I could be wrong I don't have many hours in the game.
Patch incoming - 1/30/21
A number of fixes and QoL updates in this patch. Notes below:
UPDATED: If you have no weapons or a pugilist weapon in your sidearm slot, the secondary support skill has been changed to sprint. If the primary weapon slot is empty (fists) or a pugilist weapon is equipped, the support skill is taunt.
UPDATED: Updated the combat movement path marker to use a much faster system.
UPDATED: LOS lines are now displayed almost immediately when the combat movement cursor is moved to a position.
UPDATED: I did a lot of work on movement and pathing. Overhead objects, walls, and other objects no longer obstructed floor clicks. If you click the floor, your crew member should move to the location unless blocked. This includes how raycasts for movement interact with PC's, NPC's and the environment.
UPDATED: If a health kit is enabled, you can now click through overhead objects, etc to target crew members.
UPDATED: A few changes to the world map:
- You can now scroll the area map using the left mouse button and zoom in-out using the mouse wheel.
- World map uses a higher resolution map.
- You can now zoom in much further on the world map.
- World map now remembers your current zoom level and last position during the current game session. You can reset the map using the blue "+" icon on the map.
UPDATED: The star-map search feature loads much faster now. A few other new features:
- The star map now lets you search star systems where you have placed a beacon by entering only a few characters. So, for example, you can search for "Achmedius" by entering "a" and pressing enter in the search field and Achmedius will be displayed along with any other systems that start with an "A". For systems where you have not placed a beacon, you need to enter the entire system name and press search to center the map on that system.
- Entering "cargo" or "ship" in the search field and pressing enter will now display systems where you have cargo or ships.
- The search feature now includes the sector coordinates and sector level for systems where you have placed beacons.
UPDATED: The VSYNC option now enables VSYNC and the frame limiter for the 60FPS and 30FPS options. I'm still doing work on how various high refresh monitors interact with game events and area loading.
ADDED: Added new icons to the star map that show you if you have a drone, ship, or cargo storage in a system. If you have placed a beacon in a system, the system has a new icon overlay that shows you at a glance if a beacon is already deployed in the system.
ADDED: If a crew member is at the 5 point skill cap, a warning is displayed when entering the inventory or character info screens noting that the crew member will not receive weapon skill experience until they reach the next level.
FIXED: When clicking at a specific position in the game world, the navigation marker in combat was not being correctly set to the exact movement position.
FIXED: When first entering an area and engaging in combat, the LOS markers and cover icon was not being displayed until an enemy took a single turn.
FIXED: A bug in the display of various perk bonuses in the ship skill bonus area.
FIXED: Enemy AI equipped with grenades would occasionally throw two grenades during their combat round.
FIXED: A number of UI inconsistencies related to closing various menus with the ESC key (LOG - Search, Trade-Net, Faction window).
FIXED: A few perk tooltip errors.
FIXED: The game would lock up if a crew member dies at the same time as the last enemy in an encounter with a missile launcher, DOT, or grenade. Could also happen if you were in combat mode with no enemies around and you threw a grenade and killed yourself - oops.
FIXED: When selecting crew portraits, special attacks for that crew member are now updated correctly in the toolbar.
FIXED: A bug with melee movement introduced with the special attacks system that could cause melee crew members to stop before reaching their target causing a loss of AP.
read the thread manIs this game still going on to be alive, trying, being?
Indeed, the scope is super impressive, and the developer has been pushing updates relentlessly for years.if you haven't bought this yet to support this one-man autistic endeavor then you should delete your account
A large patch should be coming in the next few days. It will improve space visuals (Skyboxes), materials for various planets, and includes a variety of other fixes.
Stellar Tactics [developer] 9 Jun @ 11:41pm
Autonomous Universe AI - this is in the game now and will be expanded on with the story content. Generally ships choose tasks, travel the universe autonomously and change behavior based on your faction standing. Story content will add to this.
The next major content patch is one of the most ambitious and intensive patches to date. It will take time and I am working on it - as well as looking into a random crash when transitioning and during space combat on some systems.
Stellar Tactics [developer] 10 Jul @ 4:24am
What can I say? I'm working on the game every day and making good progress on chapter one of the story. Throwing more people at the game won't help, it will only cause problems. Stopping development completely to generate tools for player made content would be a disaster.
I get it, some want it done now. If you were in my shoes, what would you say? I guess everyone just wants to know that I'm still here - working on the game. So, yes, I'm here, I'm not going anywhere and I think you will like the results - when its ready.
I really don't have much more to say about all of this other than - I'm here, I've been watching this thread with interest and sometimes it's just better to get things done than insert my thoughts into busy thread. Trust me - I consume every bit of feedback, negative or positive, every sane request that would make the game better and not break the design and I read everything on this forum.
The last year saw the addition of Disable, board and capture, revised perk progression, equipment wear, the repair system, weapon special attacks and support skills, and updated universe visuals and numerous bug fixes and adjustments - so progress is being made.
Bottom line - I'm busy and happy to be doing the work I enjoy most thanks to all of you!
Bought this a looong time ago. I treat it as a Starsector-level potential purchase: Just forget it exists and one day be pleasantly surprised at the results.Stellar Tactics [developer] 9 Jun @ 11:41pm
Autonomous Universe AI - this is in the game now and will be expanded on with the story content. Generally ships choose tasks, travel the universe autonomously and change behavior based on your faction standing. Story content will add to this.
The next major content patch is one of the most ambitious and intensive patches to date. It will take time and I am working on it - as well as looking into a random crash when transitioning and during space combat on some systems.
Stellar Tactics [developer] 10 Jul @ 4:24am
What can I say? I'm working on the game every day and making good progress on chapter one of the story. Throwing more people at the game won't help, it will only cause problems. Stopping development completely to generate tools for player made content would be a disaster.
I get it, some want it done now. If you were in my shoes, what would you say? I guess everyone just wants to know that I'm still here - working on the game. So, yes, I'm here, I'm not going anywhere and I think you will like the results - when its ready.
I really don't have much more to say about all of this other than - I'm here, I've been watching this thread with interest and sometimes it's just better to get things done than insert my thoughts into busy thread. Trust me - I consume every bit of feedback, negative or positive, every sane request that would make the game better and not break the design and I read everything on this forum.
The last year saw the addition of Disable, board and capture, revised perk progression, equipment wear, the repair system, weapon special attacks and support skills, and updated universe visuals and numerous bug fixes and adjustments - so progress is being made.
Bottom line - I'm busy and happy to be doing the work I enjoy most thanks to all of you!