HoboForEternity
LIBERAL PROPAGANDIST
Anticipating this game highly. I wont play early access because i dont like being spoiled when the game isnt finished, but the game looks pretty good
Just bought it, having fun with it. You've got pretty much all my grievances covered on one of your posts on the Steam forums, so I won't even bother posting them here.I'm hoping to release a GOG version, however, it likely won't be until after final release. I'm speaking with them about converting Steam keys to GOG keys (No DRM) when it does go on GOG. Regardless, when it does go on GOG it will be DRM free.
And thanks Lucky!!
I'm hoping to release a GOG version, however, it likely won't be until after final release. I'm speaking with them about converting Steam keys to GOG keys (No DRM) when it does go on GOG. Regardless, when it does go on GOG it will be DRM free.
And thanks Lucky!!
Just bought it, having fun with it. You've got pretty much all my grievances covered on one of your posts on the Steam forums, so I won't even bother posting them here.
I thought I would post the development roadmap for everyone. While I won't make promises or provide any hard dates, I will say that the Early Access Prologue is close to completion and will be ready soon. I'll keep this post pinned and update it if/when there are changes.
The "Prologue" will be the initial release of Stellar Tactics on Steam Early Access. It will contain roughly ten hours of game play that includes the majority of all the core RPG systems as listed below under Prologue. Note: I may add or remove from the list as needed if I feel the system isn't ready for testing.
I should also say that though internal testing of these systems shows that these systems are stable and fully playable, Early Access will most certainly surface new bugs/issues/problems as well as game play balance and hardware specific issues. Early Access is for those who want to play the game and be involved in providing feedback, suggestions and who don't mind a few rough edges. More disclaimers will be available when Early Access launches.
Prologue:
- All core ground animation, navigation and interface complete and ready for testing
- Ground combat implemented and ready for feedback
- Space navigation and interface ready for testing
- Mission system
- Dialog system
- Log system
- Hacking
- Weapon Mod system
- Dynamic and static loot system
- Complete prologue narrative and all missions through Achmedius (the first Star System you encounter)
- Universe creation system
- "Autonomous Universe AI" (AUAI Living Universe) with AI travel and destination
- Asteroid Mining
- Fully functional Load/Save
- Transitions from ground/space/space/ground
- NEW - First tier of perks for all skills at level 20
Following Prologue I'll release the ALPHA version when the following systems are ready for testing. I may roll some of these systems out during Alpha as they become ready:
- Unlock of all space sectors (10,000 total)
- FTL Travel - FTL map available
- Ground Mining drone system
- Space Combat - first pass ready for feedback
- "Autonomous Universe AI" (AUAI) faction and additional AI states
- Commodities Trade system
- Shipyards available for purchasing and customizing ships
- Additional Devices
- Dynamic mission generator
- Additional "Azimuth" available upon discovery
- Additional narrative and locations for the main story
- Bug fixes and tuning
- NEW - Perks through level 100
- Crafting
When all the above systems are implemented I'll open up the BETA. During BETA I will be tackling the following:
- 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
Things that I'll be working on as soon as all stability issues are resolved:
--Better keyboard camera scrolling, angled scrolling and keyboard camera rotation.
--Better cursor response
--Better combat movement blocking behavior
--Addition of simplified body part selection - this will be cursor based - fine aiming will be in by default but can be disabled in options menu
--Increased combat speed - Right now NPC's return to IDLE every time they attack. I'm going to change that so when they attack, they queue attacks. This will increase the speed of combat overall quite a bit.
--Spelling error fixes
...and more...
It is nice to see you moving away from fake rpgs like SCLDudes, Dudettes and beings of indeterminate gender,
StellarTactics is on the show this Saturday. Feel free to add any questions or comments here (or tweet @shaneplays or email shane@shaneplays.com) and I'll try to get to them. As you know from past shows, sometimes I have time and sometimes not. Also remember you can call in live during the show at 501-823-0965 and talk directly with Don yourself during the show
I'm on a temporary radio station change for 6 weeks so if you want to listen to the live stream during the show it will be at http://www.faithtalk995.com/ not the usual live stream link. Podcast version will go out the same as usual.
Show is at 1 PM Central time this Saturday, October 8 (actually 1:05 PM).
Start's a bit slow, I'll give you that. Entertaining, but slow.Any other impressions from codexers?
It is nice to see you moving away from fake rpgs like SCL
Patch Notes 10/9
Community Announcements - Stellar Tactics
ADDED: Added a new vendor to the trade station that sells level 1 weapons and ammo. You may need to check the vendor a few times to find the weapons you want. The vendor is near the other weapons vendor, standing in the corner.
FIXED: Some objects that added logs could be clicked multiple times, resetting the log entry.
FIXEDExperimental) Keyboard input is no longer registered in the game when the Steam overlay is active.
FIXED: Pressing Approach for a selected object would cause you to dock if you had previously selected a station.
UPDATED: Cursor performance in combat is generally better overall.
UPDATED: When in combat, the movement path indicator is displayed much faster now.
UPDATED: Text on combat cursor for Percent CTH and Body Part is a little larger now.
UPDATED: Cursor fine aiming has been removed by default. When you roll over a body part you will get a single fixed chance to hit indicator. Fine aiming will go in again later as an optional key (likely the "ALT" key). Several reviews and a lot of player feedback had mentioned this was annoying. I like it as a feature (you know, fine tuning your aim is something you do with real weapons), however, I agree that it can be confusing and annoying by default.
StellarTacticsPatch Notes 10/9
Community Announcements - Stellar Tactics
ADDED: Added a new vendor to the trade station that sells level 1 weapons and ammo. You may need to check the vendor a few times to find the weapons you want. The vendor is near the other weapons vendor, standing in the corner.
FIXED: Some objects that added logs could be clicked multiple times, resetting the log entry.
FIXEDExperimental) Keyboard input is no longer registered in the game when the Steam overlay is active.
FIXED: Pressing Approach for a selected object would cause you to dock if you had previously selected a station.
UPDATED: Cursor performance in combat is generally better overall.
UPDATED: When in combat, the movement path indicator is displayed much faster now.
UPDATED: Text on combat cursor for Percent CTH and Body Part is a little larger now.
UPDATED: Cursor fine aiming has been removed by default. When you roll over a body part you will get a single fixed chance to hit indicator. Fine aiming will go in again later as an optional key (likely the "ALT" key). Several reviews and a lot of player feedback had mentioned this was annoying. I like it as a feature (you know, fine tuning your aim is something you do with real weapons), however, I agree that it can be confusing and annoying by default.
Yeah. I'd say so.Worth buying into EA, more than just supporting the developer?
Stellar Tactics [developer] 17 Oct @ 1:59am
Aliens are coming - though you will need wait and see if you can actually recruit one.
The blue character by the bar is actually a descendant of a mutation from one of the original ships. He has a bit of dialog that explains. One of the 4 ships that left the homeworld generated numerous mutations that turned into a few species over the 10,000 year journey - Phage are just one of the mutations.
There are also other species that can be added as team members, but I don't want to spoil the fun