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

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
572
Location
Mordor
So, I have "played" for 70h and here is my short review:

First 20h:
- it was great, it was enjoyable and fun.
- I did mostly ground missions and very little space combat.

From 20h to 30h:
- The game systems flaws start to show and the fun gradually start to decline.
- The ground combat start to show that something is missing and the felling of slow combat increased progressively.
- I begun to do some space combat and boarding.

30h:
- It became really boring...
- the ground combat that at beginning was good became stale probably because of the lack of character abilities (those are locked by weapon type and probably isn't higher than 20)... you character as you level-up, basically the only thing you get is +bonus or +%bonus, nothing really new or game-changer.
- As I said before, space combat is really weak, but not so bad as I first thought, because the game as a whole, have too many things, a lot of it is just clutter, and coupled with cryptic UI things tend to be a LOT different after some time (be it for better or worse).
- Yeah, clutter, there is a lot: each weapon attachment only works for its weapon type (Rifle thing can't be used for LMG, etc) and in case of ships, each equipment is locked by ship model... so a Laser Turret from your starting ship can't be used on any other ship... that means even between the same ship class, you can't reuse ship equipment.
- Then I started reading the steam forum to better understand stuff and the dev plans and at the same time to try and salvage my will to play. (I don't want go give up on this game, but its difficult)

30h to 40h:
- As I decided to march forward, I switched mainly to space combat + boarding... this way I started making money to upgrade my ship equipment and raise funds for my next ship.
- As thing went, I decided to board only ship models I potentially planned to buy later (to loot equipment for later) or bigger ships to sell (but now I'm thinking the selling prices are mainly based on ship condition and not model) and destroy other ships and move on to the next.
- In the end I was mostly blowing enemy ships up because I grew tired of ground combat (even when it took less than 15min to take over a enemy ship).

40h to 65h:
- From now on, since the game is running in background, the gameplay time increases a lot because I frequently forget it running.
- I bought my Light Merchant ship and started mining/salvaging shipwrecks (these drop ship repair parts used to repair a ship during boarding, otherwise only by salvaging, and lowering selling price of the ship, you can get these parts)
- At this moment, I can't really say I'm playing the game, since I'm mostly doing other stuff while the game is running in the background... then after filling the cargo hold and refining a few times, I go and sell all... rinse and repeat.

65h+:
- Bought a even bigger Ship that will increase "my playing, but not playing" time.
- Well, this way I take some time to cool things down. I plan to do some more ground missions (probably following the main quest line) + boarding.


CONCLUSION:

The game is a impressive feat for a solo developer... while a solo dev generally means a cohesive game instead of combination of things by many people (that generally end up not working well together), the game suffers from the lack of a bigger team as things tend to be either too simplistic, or cluttered or bloated or just pointless.

Besides, there is a lot of grind... and even things that aren't grind, feel like it after some time.

I still think its worth a try, specially since you can have a lot of fun in the first 20~30h (more or less depending on taste)... and even more because this game shows that ITS POSSIBLE to have a game that we all have been wanting to play, but the Studios insist in ignoring it or say its technically not possible (bullshit), if this Dev had a team to command and improve/refine his ideas, this game would be a top masterpiece for sure.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,944
So, I have "played" for 70h and here is my short review:
Kinda agree with most of your points. I had a lot of fun at the beginning but after a bit of bit of time got bored of grinding procedurally generated ground missions.
Don't regret buying it but at this point i am just waitng until the game comes out of early access.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/3452590985281678544/
Patch incoming - 8/3/22
Notes for today:

UPDATED - Increased the speed of the ore refinery significantly.

UPDATED - Increased drop rate for rifles.

FIXED - When refining, the cargo display in the lower center of the UI in space is updated on a regular basis.

FIXED - In the dialog window, you can now scroll the text by clicking and dragging the text area if text is too long to fit the available space.

FIXED - Scanned planetary bases that are not part of the story content at the Coven home world system and Coven mission star systems have been removed to avoid confusion and fix an error.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/5069383987777174896/
Patch incoming - 8/11/22
Version 0.614

Here are the notes:
UPDATED - Increased speed of Psionic animations.

UPDATED - Additional data added to psionic editor amplification list at top of editor screen.

FIXED - It was possible to cast a cleanse amplification and the casting crew member would receive bonuses to stats if a secondary effect was selected in the psionic editor.

FIXED - It is no longer possible to very quickly select a heal or cleanse amplification while entering combat and cast them on an enemy.

FIXED - It is no longer possible to one shot an enemy target before combat starts by self initiating combat and then subsequently pick off enemies one at a time. Any enemy killed will immediately initiate combat with all other NPC's in it's group. The dead NPC will be removed from the turn order at their next turn.

FIXED - It is no longer possible to spam end turn hot keys to cheese initiative or gain the defend state when ending a turn.

FIXED - Effect values displayed for damage type psionic amplifications on rollover were not displaying changes applied by buffing stats using heals with +PER and +INT.

FIXED - When selling ore to vendors - description text was being added to the displayed list name in the vendor inventory.

FIXED - Psionic buffs for STR, END etc. update the HP values on the main world explore UI.

FIXED - Vendor window storage space field font scaled down to accommodate ships with large cargo values.

FIXED - When entering Craysons Depot to meet Dr. Rhamus - the loading screen displays the correct landing location.

FIXED - Craysons Depot is now correctly targeted in the "Objectives" list on the right of the screen in space when selecting the "Speak with Rodger Crayson" mission.

FIXED - A number of translation issues with the psionic editor.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
image.png

4 year anniversary of my purchase coming up
s420.gif
Half a decade now, we're getting kinda serious.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/3678917240605160289
Progress Update - Chapter 2
Chapter 2 development update.
Chapter 2 is in the works and I'm putting the finishing touches on everything. A large part of this will be the new procedural mission system which is taking longer than expected. Here is a quick overview of current progress:

100% - Chapter 2 content (locations, characters, etc.)
100% - Chapter 2 story integrated - can play through Chapter 2
100% - Azimuth – The last major ground combat system completed.
30% - Procedural mission system
0% - Testing, adjustments and cleanup

Chapter 2 will focus on the Aznari, the Jhemm and fleshing out the story around your place in the Universe. Eventually, you will acquire “Azimuth” – the very last combat system to go in the game. There will be a few surprises in this chapter and I really hope everyone enjoys the story as it sets the premise for the end game.

aee8073dbeb964ba532df314d6ed6d90a70774b3.png


What is Azimuth? Well, without spoiling the story, it is a form of Ultimate. You charge energy by traveling through FTL space, fighting enemies or using Aznari Shards. When the gauge is filled, you can build a series of effects including heals and immunities, AP bonuses for your crew, AP penalties for enemies – or, just unleash all your power to annihilate an enemy squad. Some bonus effects persist through the entire area until you leave to a new section of the map.

9d9f1af1c317b231a4dd5e7889953c52b60b5eae.gif


Chapter 3 will include “Azimuth” for space combat with a number of effects you can use against enemy ships. Once this is introduced, space combat will receive a major tuning pass.

Chapter 2 also introduces several new characters, additional locations to explore, and various activities related to the core game story.

6a80e3e6332edc6b1087d19a289c530085cde7a0.png

7769ecb46af58dba6a068b52a7fa3fa9ae56db45.png


A very large part of Chapter 2 will be introducing branching procedural missions. This has been very challenging and one of the main reasons for delaying Chapter 2. My goal is to provide a number of mission trigger types (looting, exploration etc. ) that will initiate missions with multiple objectives. Once these missions are completed, the payoff needs to be worthwhile as you will be traveling to a variety of locations to complete various tasks.

For those of you with existing saves, you will be able to pick the game up where you left off and continue your journey.

That’s all I have for now. Thank you for supporting Stellar Tactics! I'll keep everyone updated as I finalize Chapter 2.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/3826413307967368643/
Progress update - Code Complete...
Today I finally arrived at code complete on the chapter 2 content. Really, the biggest issue was making sure I wasn't stomping on players saves: something I take seriously. So, yes, you will be able to move forward with chapter 2 using your current saves - whew!

A quick list of things you can expect:
--Chapter 2 - the story. An excellent way to prepare is to review this video carefully...or not.
0.jpg

YouTube™ Video: How to make the perfect tin foil hat using science
Views: 9,434
I've seen some tin foil hats being made recently and it struck me that their designs aren't very effective. I thought I'd help by explaining some of the key scientific principles needed to make the...

--Azimuth - A gift from the Jhemm. The system itself is a great way to gather power over time and unleash it when you need it most. And yes, save those Aznari Shards - they will be useful.

A few QoL things:
--Access station cargo from space. You will be able to approach any non-hostile station and access the stations cargo terminal without docking. This makes it a lot easier to store ore you are mining and shuttle trade goods between stations.
--Map notes. You will be able to add notes to star systems on the star map. Selecting any star system will display a notes area above the lower detail console. Star systems that have notes will display a green box around the star system.

New branching missions.
--NPC's on stations will offer missions. The are procedural, take you to several locations (between 2-4) and pay well. They pay out a high cash reward, loot, faction and tokens. Faction agents will always pay out the highest number of tokens for missions.

Trade and Smuggling missions.
--System Control in star systems that have orbiting stations will now occasionally offer urgent missions for commodities deliveries. These may be ore, refined ore, trade goods or contraband. These pay out 1.5X - 3X average market value. The quantity you need to deliver scales based on the current ship you are flying and should never take more than two round trips to complete. For those of you who mine and refine, you can harvest and refine ore yourself for delivery. There is no time limit.

What does code complete mean? It means I'm testing, cleaning things up, making small adjustments and looking for bugs. That could take several weeks depending on what I find. I then need to update the in-game help, prep everything for localization, do a final round of testing and then everything should be ready.

I hope you all have a great weekend!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/3827541651933233472/
Chapter 2 released
I'm pleased to release Chapter 2 today. It's been a long road and I do hope everyone enjoys the new content. As always, it is likely a few bugs will surface over the next few days so I will keep an eye on the forums for any issues. If you do find any issues, please post on the bug forums here. Any details and screenshots you can provide will help: https://steamcommunity.com/app/465490/discussions/7/

Localization - The English and German versions of the game are in good shape at this time. French, Spanish and Russian translations will be very rough. If you are interested in translating any of these three languages, send a note to support@stellartactics.com and I'll get back to you.

CHAPTER 2 - Pick up where you left off after completing chapter 1 with a message when entering space. Note that there are some very tough battles in this chapter so, grenades, Azimuth (when you get it) and Psionics will really help.

AZIMUTH - The final ground combat system to be implemented. Azimuth is a reward received during the chapter 2 story. It provides you with a variety of powerful effects that can be mixed and matched to both benefit your crew during combat and to debuff enemies. Effects last through an entire combat area so they are best used either at the start of an area or when you have tough enemies to defeat. Azimuth uses energy gathered over time through combat, space travel and by charging Azimuth with Aznari Shards. Chapter 3 (the final chapter) will introduce Azimuth which can be used in space combat.

MISSION NPCs - Mission NPC's can now be found on stations. When pressing the highlight key (TAB by default), mission NPC's are highlighted in BLUE. These missions offer cash rewards, loot, faction tokens and general faction. All of these missions have several stages/locations that need to be visited with different objectives and pay out rewards based on the number of stages required to complete the mission for the NPC. This is the first pass at NPC missions. I expect that I will be expanding on and refining the NPC mission system over time.

TRADE AND SMUGGLING MISSIONS - Trade and smuggling missions will be offered occasionally when entering a star system that has orbiting stations. These missions are only offered if a star system does not have an ACCEPTED buy or sell order registered in your Trade Net. Expand your trade network using beacons to take advantage of these missions.
These missions always pay out bonuses that are above market value so it is always worthwhile taking the missions when offered.
There is no timer so you can have as many as 20 of these missions available at any time. 20 is the maximum number of active trades allowed via the Trade-Net.
Note that you can fulfil ore and refined ore missions by mining and refining ore yourself. Or, you can just buy the goods on the Trade Net. Of course, mining and refining ore will offer the most profit from these contracts.
The volume required by these missions - that is the number of items needed to fulfil a contract, is based on your current cargo capacity. Ships with more cargo will be offered larger batches of commodities to trade.
Trade contracts scale based on the amount of credits you have available when the contract is offered.
There are special contracts that reward a very high return. These are offered by NPCs you have met through the games story content.
Trade contracts can be canceled in the Trade-Net with no penalty.


BOARDING MISSIONS - Phestus will offer simple boarding missions - so he can retire, you know. He will start giving you missions once you have a FTL Drive after you complete his story mission in Achmedius.
Only one boarding mission is offered at a time.
To receive the reward, board any ship of the type that Phestus needs parts for. When selling the ship to Arkus, Arkus will route the parts to Phestus and Phestus will reward you.
These missions cannot be abandoned. To get another mission, you should complete the current mission provided by Phestus.
These missions are basically a bonus to the payout you receive and give players specific ships to target.
Pick your targets carefully. Boarding ships will reduce your standing with the owners main faction.


A NEW MISSION TYPE related to the chapter 2 story line. This is a ongoing permanent mission in your log. You will know what it is when you you get it.

ACCESS STATION CARGO FROM SPACE: You can now approach any non-hostile station and access the stations cargo terminal without boarding. This makes it a lot easier to store ore you are mining and deliver trade goods between stations. To display the cargo icon, click the station itself in space when you are close enough to board. A new icon will be displayed allowing you access to the cargo interface.

ADDED NOTES ON THE STAR MAP: You can now add notes to star systems on the star map. Selecting any star system will display a notes area above the lower-center detail console. Star systems that have notes will display a green box around the star system.

YOU CAN NOW VIEW SHIP REPAIR COMPONENTS: Harvested ship repair components used for boarding can now be viewed on the ship menu [K] by selecting the new button under the ore refinery. Note that ship repair components used to repair boarded ships can be harvested from other ships, or, ideally by salvaging wreckage in Star Systems. Salvaging wreckages is the best way to gather these materials.

GENERAL PATCH NOTES:
UPDATED - Additional checks are now in place to avoid bad enemy target clicks that lead to movement instead of attacks. In addition, when rolling over an enemy in combat, the enemy will pause animation so you can get a very "clean" target selection. Previously, some enemies animations could lead to bad information at the moment a player would click, leading to an unintended move. Hopefully this reduces or eliminates these annoyances. Let me know what you think on the forums. Is this better, worse?
UPDATED - Fog of war data on the ground area map [M] now persists between areas and saves.
UPDATED - Phestus will now give you a mission to meet with Forley Coresh in Achmedius after you purchase the FTL drive from him when exiting his station. This fixes the missing quest link that would lead players to the start of Chapter 1. Regardless of when you got your FTL drive, the next time you enter a star system, the new mission will be triggered if you have not already spoken with Forley Coresh.
UPDATED - Added directional indicators to the mini-map/radar for N,S,E and W. The "camera" FOV indicator now has a arrow tick mark for identifying the direction your camera is facing.
UPDATED - Reduced INT bonuses to initiative for player and NPC's. This still needs work as INT is generating too much initiative.
UPDATED - When pressing the highlight key bind, NPC's that can be recruited are now highlighted in green. NPC's that have procedural missions are highlighted in blue. Faction agents are highlighted in blue.
UPDATED - Ship loot containers now display distance to the players ship.
UPDATED - Moved star system player spawn point and jump points away from planetary orbits to avoid possibly intersecting with a planets on spawn.
UPDATED - No random attacks when entering Achmedius - this is to smooth out the starting experience in the game. This also applies to attacks related to carrying contraband.
UPDATED - Added more responses when selecting NPCs.
FIXED - Removed shields from creature type enemies.
FIXED - A number of typos in the English language files.
FIXED - Multiple clicks on exits and during loading could lead to a level lockup or misaligned camera.
FIXED - Corrected feedback text to log when delivering trade contracts.
FIXED - Several localization errors.
FIXED - Various areas - map and mini-map did not correctly display the map background.
FIXED - A non-critical bug related to experience when selling ships to Arkus.
FIXED - Visual error with Psionic bleed projectiles.
FIXED - Mission objectives UI under radar/map for boarded areas and new areas that use the UI is now correctly displayed when entering or re-entering these areas.

AND FINALLY, A SUPPORTER DLC
I am also releasing a supporter pack for Stellar Tactics today. I've been asked many times to add a way to help support the game. I finally decided to put together a few things that I think people would like. It contains a unique ship not found elsewhere in the universe, poster art, 3D printer models for those of you who have 3D printers and a few other things. For those of you who do decide to purchase the DLC, many thanks. And as always, regardless of whether you purchase the DLC, thank you for supporting the game.

WHATS NEXT:
Well, Chapter 3 of course! Here is a list of things I'll be looking at. Some of these may be released between now and the Chapter 3 content.

With Azimuth in the game, I'll be able to make final adjustments to the combat system.
Adjusting the initiative system and exposing more information when rolling initiative.
Better STAT descriptions that are in line with any changes I make above.
Mining system changes. The current mining system is fairly basic. I'd like to make this a bit more interesting.
Adjustments to various effects in the game.
Tweaks to space combat.
Knocking off rough edges everywhere. That includes final passes at the various game systems.
Expanded faction warfare system and FTL map events.
Advanced game settings.


Two answer two common questions I see:
[Q] When will achievements be added.
[A] After chapter 3 is complete so I can tie achievements into all the game content.

[Q] When will custom portrait support be added.
[A] With chapter 3.

Many will ask - when? When will chapter 3 be finished? December. Of course, I may need more time - we will see. I'll keep everyone posted as I make progress.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,425
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/app/465490/discussions/0/3827541651933233472/
Chapter 2 released
I'm pleased to release Chapter 2 today. It's been a long road and I do hope everyone enjoys the new content. As always, it is likely a few bugs will surface over the next few days so I will keep an eye on the forums for any issues. If you do find any issues, please post on the bug forums here. Any details and screenshots you can provide will help: https://steamcommunity.com/app/465490/discussions/7/

Localization - The English and German versions of the game are in good shape at this time. French, Spanish and Russian translations will be very rough. If you are interested in translating any of these three languages, send a note to support@stellartactics.com and I'll get back to you.

CHAPTER 2 - Pick up where you left off after completing chapter 1 with a message when entering space. Note that there are some very tough battles in this chapter so, grenades, Azimuth (when you get it) and Psionics will really help.

AZIMUTH - The final ground combat system to be implemented. Azimuth is a reward received during the chapter 2 story. It provides you with a variety of powerful effects that can be mixed and matched to both benefit your crew during combat and to debuff enemies. Effects last through an entire combat area so they are best used either at the start of an area or when you have tough enemies to defeat. Azimuth uses energy gathered over time through combat, space travel and by charging Azimuth with Aznari Shards. Chapter 3 (the final chapter) will introduce Azimuth which can be used in space combat.

MISSION NPCs - Mission NPC's can now be found on stations. When pressing the highlight key (TAB by default), mission NPC's are highlighted in BLUE. These missions offer cash rewards, loot, faction tokens and general faction. All of these missions have several stages/locations that need to be visited with different objectives and pay out rewards based on the number of stages required to complete the mission for the NPC. This is the first pass at NPC missions. I expect that I will be expanding on and refining the NPC mission system over time.

TRADE AND SMUGGLING MISSIONS - Trade and smuggling missions will be offered occasionally when entering a star system that has orbiting stations. These missions are only offered if a star system does not have an ACCEPTED buy or sell order registered in your Trade Net. Expand your trade network using beacons to take advantage of these missions.
These missions always pay out bonuses that are above market value so it is always worthwhile taking the missions when offered.
There is no timer so you can have as many as 20 of these missions available at any time. 20 is the maximum number of active trades allowed via the Trade-Net.
Note that you can fulfil ore and refined ore missions by mining and refining ore yourself. Or, you can just buy the goods on the Trade Net. Of course, mining and refining ore will offer the most profit from these contracts.
The volume required by these missions - that is the number of items needed to fulfil a contract, is based on your current cargo capacity. Ships with more cargo will be offered larger batches of commodities to trade.
Trade contracts scale based on the amount of credits you have available when the contract is offered.
There are special contracts that reward a very high return. These are offered by NPCs you have met through the games story content.
Trade contracts can be canceled in the Trade-Net with no penalty.


BOARDING MISSIONS - Phestus will offer simple boarding missions - so he can retire, you know. He will start giving you missions once you have a FTL Drive after you complete his story mission in Achmedius.
Only one boarding mission is offered at a time.
To receive the reward, board any ship of the type that Phestus needs parts for. When selling the ship to Arkus, Arkus will route the parts to Phestus and Phestus will reward you.
These missions cannot be abandoned. To get another mission, you should complete the current mission provided by Phestus.
These missions are basically a bonus to the payout you receive and give players specific ships to target.
Pick your targets carefully. Boarding ships will reduce your standing with the owners main faction.


A NEW MISSION TYPE related to the chapter 2 story line. This is a ongoing permanent mission in your log. You will know what it is when you you get it.

ACCESS STATION CARGO FROM SPACE: You can now approach any non-hostile station and access the stations cargo terminal without boarding. This makes it a lot easier to store ore you are mining and deliver trade goods between stations. To display the cargo icon, click the station itself in space when you are close enough to board. A new icon will be displayed allowing you access to the cargo interface.

ADDED NOTES ON THE STAR MAP: You can now add notes to star systems on the star map. Selecting any star system will display a notes area above the lower-center detail console. Star systems that have notes will display a green box around the star system.

YOU CAN NOW VIEW SHIP REPAIR COMPONENTS: Harvested ship repair components used for boarding can now be viewed on the ship menu [K] by selecting the new button under the ore refinery. Note that ship repair components used to repair boarded ships can be harvested from other ships, or, ideally by salvaging wreckage in Star Systems. Salvaging wreckages is the best way to gather these materials.

GENERAL PATCH NOTES:
UPDATED - Additional checks are now in place to avoid bad enemy target clicks that lead to movement instead of attacks. In addition, when rolling over an enemy in combat, the enemy will pause animation so you can get a very "clean" target selection. Previously, some enemies animations could lead to bad information at the moment a player would click, leading to an unintended move. Hopefully this reduces or eliminates these annoyances. Let me know what you think on the forums. Is this better, worse?
UPDATED - Fog of war data on the ground area map [M] now persists between areas and saves.
UPDATED - Phestus will now give you a mission to meet with Forley Coresh in Achmedius after you purchase the FTL drive from him when exiting his station. This fixes the missing quest link that would lead players to the start of Chapter 1. Regardless of when you got your FTL drive, the next time you enter a star system, the new mission will be triggered if you have not already spoken with Forley Coresh.
UPDATED - Added directional indicators to the mini-map/radar for N,S,E and W. The "camera" FOV indicator now has a arrow tick mark for identifying the direction your camera is facing.
UPDATED - Reduced INT bonuses to initiative for player and NPC's. This still needs work as INT is generating too much initiative.
UPDATED - When pressing the highlight key bind, NPC's that can be recruited are now highlighted in green. NPC's that have procedural missions are highlighted in blue. Faction agents are highlighted in blue.
UPDATED - Ship loot containers now display distance to the players ship.
UPDATED - Moved star system player spawn point and jump points away from planetary orbits to avoid possibly intersecting with a planets on spawn.
UPDATED - No random attacks when entering Achmedius - this is to smooth out the starting experience in the game. This also applies to attacks related to carrying contraband.
UPDATED - Added more responses when selecting NPCs.
FIXED - Removed shields from creature type enemies.
FIXED - A number of typos in the English language files.
FIXED - Multiple clicks on exits and during loading could lead to a level lockup or misaligned camera.
FIXED - Corrected feedback text to log when delivering trade contracts.
FIXED - Several localization errors.
FIXED - Various areas - map and mini-map did not correctly display the map background.
FIXED - A non-critical bug related to experience when selling ships to Arkus.
FIXED - Visual error with Psionic bleed projectiles.
FIXED - Mission objectives UI under radar/map for boarded areas and new areas that use the UI is now correctly displayed when entering or re-entering these areas.

AND FINALLY, A SUPPORTER DLC
I am also releasing a supporter pack for Stellar Tactics today. I've been asked many times to add a way to help support the game. I finally decided to put together a few things that I think people would like. It contains a unique ship not found elsewhere in the universe, poster art, 3D printer models for those of you who have 3D printers and a few other things. For those of you who do decide to purchase the DLC, many thanks. And as always, regardless of whether you purchase the DLC, thank you for supporting the game.

WHATS NEXT:
Well, Chapter 3 of course! Here is a list of things I'll be looking at. Some of these may be released between now and the Chapter 3 content.

With Azimuth in the game, I'll be able to make final adjustments to the combat system.
Adjusting the initiative system and exposing more information when rolling initiative.
Better STAT descriptions that are in line with any changes I make above.
Mining system changes. The current mining system is fairly basic. I'd like to make this a bit more interesting.
Adjustments to various effects in the game.
Tweaks to space combat.
Knocking off rough edges everywhere. That includes final passes at the various game systems.
Expanded faction warfare system and FTL map events.
Advanced game settings.


Two answer two common questions I see:
[Q] When will achievements be added.
[A] After chapter 3 is complete so I can tie achievements into all the game content.

[Q] When will custom portrait support be added.
[A] With chapter 3.

Many will ask - when? When will chapter 3 be finished? December. Of course, I may need more time - we will see. I'll keep everyone posted as I make progress.

Damn, where star citizen sells Jpgs the Don here sells 3d models, printable, no less. :salute:
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
996
Seems like it, at least I understood from the post that he wanna add custom port and achievement stuff that is just superficial at last.
 

Zarniwoop

Closed for renovation
Patron
Joined
Nov 29, 2010
Messages
19,578
Shadorwun: Hong Kong
I don't know but this game will definitely be finished before Star Citizen even enters public beta.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
996
Thats a hard imply that Chris Roberts wants the gravy train to be over at some point.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/3835423585500538793/
Patch incoming - 5/25/23
A few more fixes today. Here are the notes:

Version 0.713

UPDATED - Increased the number of bonus equipment repair components received from salvaging.
UPDATED - Some work done on shotgun AOE related to enemy position above or below player position. I'm still looking at this closely.
FIXED - Grenades not damaging or applying effects to enemies. This bug applied to all grenade types - frag, stun, etc.
FIXED - Missiles not damaging or applying effects to enemies.
FIXED - Missiles could get caught on world geometry and explode prematurely when you had clear LOS to the enemy target.
FIXED - Aznari shards had no rollover info and were not displayed in the stash.
FIXED - Aznari shards are now visible in inventory after using the sort option and are sortable in stash.
FIXED - Aznari shards that were sold to vendors did not show in vendor inventory immediately after selling the shard.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/3835424220131579782/
Patch incoming - 6/2/23
A few updates and fixes today. Notes below. Version 0.714.

UPDATED: Raised level cap from 60 to 80
UPDATED: Adjustments to initiative to level out how INT affects turn order.
FIXED: Shields and mods once again display item quality borders in the shared inventory.
FIXED: Various pressed key inputs will not activate ship functions while in inventory, log, ship and character info screens.
FIXED: Azimuth screen can no longer be opened while hacking.
FIXED: Ship component wear was not being copied from and to ship storage correctly. Note, in some cases the game may reset a ships equipment wear values when tranferred to/from storage if needed to 100% the first time this is done.
FIXED: Possible fix for rare state where a player character could be unable to move after transitioning to a new ground location.
FIXED: A bug related to universe data load on 32bit systems.
FIXED: A fix for a case where speaking with Rhamus and then Rodger Crayson during the main campaign could block progression.
FIXED: A few translation errors.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/6489171662403812535
6/15/23 - 0.715
UPDATED: Pooled experience. Pooled experience will even out general experience gain between dedicated ground crew members so they level at an equivalent pace.
--General experience is now rewarded at the end of each combat session and the pooled total experience will be divided equally between each crew member regardless of KO.
--Leveling will progress a bit faster with pooled experience.
--Crew members who are behind will slowly catch up to the rest of the team.
--Skill gain will remain as it is now.
--Pooled experience is enabled by DEFAULT.
--You can switch to the original method of gaining ground combat experience by turning of "POOL COMBAT EXP BETWEEN CREW" option in the options->gameplay menu if you prefer to micro-manage EXP.

UPDATED: Crew members in ship station slots will now recieve a small amount of general level experience along with the usual skill experience when a ship is destroyed.
UPDATED: Any mission that gives a reward (loot) will now also reward a small amount of general level experience when completed/turned in.
UPDATED: A few changes to the option settings being saved and loaded. I've also added debug info to help track options not being saved correctly on some systems. If you do have any problems with settings, please send your log from that game session to support@stellartactics.com. You can find the log in the game install folder->"Log" folder.
UPDATED: Enemies no long fade when they die, and remain until you leave the area.
FIXED: A bug related to the combat queue when initializing the combat queue with an attack requiring more ammo than the weapon has loaded.
FIXED: Crew member Azimuth AP bonuses were not being applied when reloading the area from a save where the Azimuth effect was triggered.
FIXED: When ending a turn quickly, it was possible that the UI would end in a state where the end turn hotkeys would not respond and you had to manually click a end turn option.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,227
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/0/3815160338742733713/
Patch incoming - 6/26/23
A few fixes today. This will likely be the last patch for a while unless something major comes up. I plan to branch early next week so I can move on to new things.

Version 0.716

UPDATED: You can now center on crew during an enemies turn using the "Q" key. "Q" is the default for the follow camera and will always center on the selected crew member.
UPDATED: Refactored saved options xml attributes for consistency and to avoid duplicate attribute names in legacy saves.
FIXED: A number of bugs related to capital ship debris persistence.
FIXED: A rare edge case where Zabin Morbain at the research station would not enter dialog.
FIXED: Spamming the end turn key very quickly could result in crew members or enemies skipping turns. A second click on the space bar will no longer end your turn. You must select an option by clicking or pressing keys 1-3 or ESC to clear the end turn state.
FIXED: Ending turns quickly with the psionic amplifier equipped could result in the end turn options displayed behind the the amplifier skills bar.
FIXED: A lockup if dialog in space was initiated with a NPC and the crew manager or help screen were visible.
FIXED: The display of available Azimuth effects and totals of these effects were incorrectly displayed on rollover of various UI elements if crew size was reduced below 4 active crew members. The effects themselves were always applied correctly.
FIXED: When shared experience was enabled, crew members were gaining experience when crew size was smaller than 4 crew members.
FIXED: It was possible to use right click or double click to equip weapons in combat from shared inventory, avoiding the 4AP weapon swap penalty.
FIXED: Trying to equip a weapon that you did not have the skill to equip would still cost 4AP.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,491
havent played starfield bet this is going to be the better game when finally cooked in the oven.
 

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