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

da_rays

Augur
Joined
Jan 23, 2014
Messages
382
Location
Filthy Pub , Quebec City
Finally took the bait. Squad turn based RPG? In Space? Aww yeah. For a pre alpha game , very solid foundation. Feel like playing wasteland 2 on steroid with a FTL drive.

And so far ffor me.....
-PRO

Turn based combat
Space exploration samd box style
Ressource gathering and crafting
TURN BASED COMBAT!!
Lot of customization ( character, weapon , devices )
Classless advancement , i wouldnt have minded some specific class , but with a skills list you can just do that yourself in making your own specialist.
Music is not too bad. especially the intro.

-CON

Ennemies AI : far from perfect. sometime they just stand there and do nothing. or if a low health ennemy ran away and gone into hiding. Good luck finding that bastard, cuz cant end combat to go exploring to find it again.
Bugs bugs and more bugs, but its EA, quite understandable.
wellin a nutshell all my big con are missing feature and or buggyness galore.



So for the TL;DR kind of guy : Wasteland 2 . In Space. With a sand boxy feeling. Have very good expectation for this one. Is the codex silently awaiting this one or everyones been burned with wasteland 2?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,864
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
I've been playing this on and off, got into space and then stopped.
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,420
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
Finally took the bait. Squad turn based RPG? In Space? Aww yeah. For a pre alpha game , very solid foundation. Feel like playing wasteland 2 on steroid with a FTL drive.

And so far ffor me.....
-PRO

Turn based combat
Space exploration samd box style
Ressource gathering and crafting
TURN BASED COMBAT!!
Lot of customization ( character, weapon , devices )
Classless advancement , i wouldnt have minded some specific class , but with a skills list you can just do that yourself in making your own specialist.
Music is not too bad. especially the intro.

-CON

Ennemies AI : far from perfect. sometime they just stand there and do nothing. or if a low health ennemy ran away and gone into hiding. Good luck finding that bastard, cuz cant end combat to go exploring to find it again.
Bugs bugs and more bugs, but its EA, quite understandable.
wellin a nutshell all my big con are missing feature and or buggyness galore.



So for the TL;DR kind of guy : Wasteland 2 . In Space. With a sand boxy feeling. Have very good expectation for this one. Is the codex silently awaiting this one or everyones been burned with wasteland 2?
i am silently awaiting. The game seems ultra promising, but it is admittedly still a barebone early access and i rarely buy or play those.

I might buy early access just to suppory the dev, bilut i wont play it till it gets finished
 

da_rays

Augur
Joined
Jan 23, 2014
Messages
382
Location
Filthy Pub , Quebec City
I've been playing this on and off, got into space and then stopped.

Just got there myself. Done a bit of space exploring, upgraded weapon and armor at the tradeport. gotta say, love what im seeing. Out of curiosity , you got more than 2 followers? How was combat for you?

HoboForEternity yeah dont even touch that yet if you can , its hard to put down ^^
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,864
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
Out of curiosity , you got more than 2 followers? How was combat for you?
Dunno about followers, I stopped the minute I got into spehss.

I liked the combat, though pugilism is too good, and there was uneven distribution of the various guns and ammo types, which kinda sucked.
If saves are not gonna get wiped again, I might restart later.
 

StellarTactics

Maverick Games
Developer
Joined
Feb 29, 2016
Messages
38
Let me know if you have any questions. I check in here from time to time and on the Steam forums daily.

Enemy AI does need a pass - there are a few glitches that need to be worked out. I'll be taking another pass at the weapons, combat and balance during Alpha. Right now it's all about content now that the engine upgrade is out.

I don't expect another save wipe in the near future, though I cannot promise.

Only 2 followers in the Prologue past the Dauntless for a total of 3 team members. You will be able to find team members all through the universe and keep up to 20 with you on the ship. After the prologue, a total of 4 team members overall in your team at any one time.
 

da_rays

Augur
Joined
Jan 23, 2014
Messages
382
Location
Filthy Pub , Quebec City
Good to see you check up on the codex regulary , well since you asked I did have a few questions.

- Any way or plan to highlight visible ennemies / party member during combat?
- Any change / tweak coming to the skill set? and any way to train them or augment them aside from using them?
- Will team members that can be found in the galaxy will be a randomised dude? Or a bunch of already made character spawned acriss the randomly generated universe?

+1 for the weapon combat and balance. I havent seen much yet but all 1hand weapon feel thhe same all around. I did stumble upon an energy rifle. amoo are scarce tho. but nice gun nonetheless

- any place of interest i can go fight a bit after leaving the ruins?

Also congratz on the work so far. I think you have a good space rpg here. Which are rare. And turn based. which are even rarer.
 

StellarTactics

Maverick Games
Developer
Joined
Feb 29, 2016
Messages
38
A few answers for you here da_rays:

- Any way or plan to highlight visible ennemies / party member during combat?
- Any change / tweak coming to the skill set? and any way to train them or augment them aside from using them?
- Will team members that can be found in the galaxy will be a randomised dude? Or a bunch of already made character spawned acriss the randomly generated universe?

+1 for the weapon combat and balance. I havent seen much yet but all 1hand weapon feel thhe same all around. I did stumble upon an energy rifle. amoo are scarce tho. but nice gun nonetheless

- any place of interest i can go fight a bit after leaving the ruins?

I'm working on an alternate highlight system (border highlighting) for combatants. Right now, there is a subtle highlight that they receive when you roll over them. You can also hold the CTRL key while in combat to see hidden enemies. More work to be done on that system too.

Yes, the combat skill set will be adjusted in several passes during Alpha and Beta. Right now the first tier of perks is in for all combat skills. At level 20, you can choose perks for each of your team members. Those perks can be adjusted at any time right now to customize those skill lines any way you like. You can only earn skill in a skill set by using them.

Yes, team members found in the universe will be randomized and usually leveled to your current level when you find them. You will be able to apply stat points. They will already have a set of base skills - so selecting them is usually based on their skills. You will be able to customize their portraits.

As far as weapon customization, higher tier weapons can be customized using varying quality's of attachments. Higher tier weapons have slots for augments. Augments can adjust the weapons themselves or apply bonuses to the characters.

Yes, there are still a few missions and locations after the ruins. I'm working on KZ-MR7 now which will be the next major content drop. You can find more info about this on the Steam site.

Thanks da_rays - lots to do yet...the response so far has been very positive.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Hey StellarTactics

Do some quests offer multiple ways to modify eventual combat encounters? Or bypass combat and resolve the quest? This is one of the hallmark Fallout 1/2 traits that I really thought WL2 was missing, in addition to fun gameplay. I've been following your game for a while, so to hear da_rays liberally compare it to WL2 gives me pause.

I played WL2, and it sure as hell didn't remind me of the real Fallouts, which I believe are a big inspiration for ST?
 

da_rays

Augur
Joined
Jan 23, 2014
Messages
382
Location
Filthy Pub , Quebec City
Yeah it was maybe jumping the gun comparing it to W2. I mainly compare ST to W2 because of the party based with a big world to explore with turn based combat. but like other pointed out , ST is another beast compare to W2. But Agris you do raise a few interesting questions . I wouldnt say i get a F1/2 vibe from ST since is the theme is more space than post apoc , but that pre alpha EA got me a few hours of good tactical combat and cool space exploration. Granted , thats no JA2 level of tactical combat , but still offer lots of nice possibility. An vmar is right. Very surprisingly , that barebone EA is far more entertaining than W2.
 

StellarTactics

Maverick Games
Developer
Joined
Feb 29, 2016
Messages
38
Thanks - those are very motivating comments. I appreciate it. While early, I find that if most people get through the ruins, they get a good feel for what may come. I am working on getting some help with the writing, already have help with new art that should be ready to show in a few weeks and I'm making a lot of progress towards the KZ-MR7 release (no date yet, but moving along nicely).

-The game is not a heavy tactical simulator - it pulls from games I've always enjoyed, FO1 and 2, Baldurs Gate, original X-Com's and Jagged Alliance among others. I'm focused on a few things - progression, exploration and customization. I'm shooting for a universe where amazing experiences come from from narrow getaways, the rush of turning around a combat scenario that looks hopeless and the feeling of building a party that is flexible, effective and diverse.

Argris - yes, there will be ways to bypass combat, though combat is for the most part mandatory. Most of these will be through dialog options that will be pivotal opportunities in the main story line. I want to be completely open here - the game after the prologue is much more of a open ended sandbox. While there is a story line, you can chose whether or not you take it on and when. You will miss out on content if you do not trigger some of these story elements because they introduce new characters, races and factions. I plan to add story and content long after the game is considered released.

Eryfkrad - Yes pugilism is OP right now and weapons/ammo need a tuning pass.

The game is far from perfect. The starting areas of the Dauntless are not visually where i would like them to be and there is a lot of content left to develop. The game has a few glitches, rough edges and needs polish. It is coming along and I find the majority of people are enjoying themselves and have constructive feedback to offer. The community is growing and I'm really proud of the fact that the forums, for Steam forums, are positive and helpful.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://steamcommunity.com/games/465490/announcements/detail/484536826886819572

February Update!

9b9eb7968edd40c79c06fe5dea6de533dc500b02.jpg



Welcome to the February Update!

A lot of progress has been made over the last few months. You may have seen the core engine upgrade and a lot of recent patches for stability based on that upgrade, enhancements and quality of life improvements. All of that is documented in the other update I just posted.
I really haven't talked about other things that have been going on in the background while all of the coding work has been going on. While I've been working on game systems, I've also been working on KZ-MR7. This includes collaborating with artists who have been developing armor sets and other content. I would not have been able to do this without those of you willing to take a chance on me as a developer and Stellar Tactics as a game. My most sincere thanks to every one of you who has taken a leap of faith to support me and the game. Your game dollars are going towards the development of the game. Stellar Tactics is getting better with almost every patch! A huge thank you to everyone providing feedback on the game. As always, I'm reading your comments and responding when I can.


Enemies and Armor sets:

Enemies for KZ-MR7 have been in development now for several months. I'm showing a few below. There are a number of material variants that are not shown. The armor these enemies are wearing can be looted and worn by your team members. When fighting bosses in KZ-MR7 (and throughout the universe), occasional rare armor set pieces will drop. Combining all pieces of an armor set will unlock special bonuses. These sets come in both melee and ranged variants and, some augmented for skill based specialization. You will see at least one of these sets in KZ-MR7. Major factions in the game have their own armor types and specialize in different forms of combat. There is more, but I need to leave something for a surprise.

House Halamis - Know for ore production, refineries and the manufacture of mining equipment and automated surface mining drones, House Halamis holds a monopoly on mining production across the known universe. Halamis enforces it's hold with a military presence wherever it feels the need. Primarily focused on ranged tactical combat, Halamis Defenders are known for their exceptional training and discipline.

House Shikaru - An ancient society steeped in tradition and secrecy, House Shikaru Initiates are conscripted into service at a young age. Mercenaries for hire, House Shikaru is known for its martial prowess and is widely regarded as deadly and reliable. Throughout history The Shikaru have rarely inserted themselves in politics and wars, preferring to stay neutral, and available for hire. Adults are rarely ever admitted into their service and must prove themselves through a martial gauntlet.

d89d808ccbca15b6a7613c363f76546e56eab4db.jpg



Space Stations:

The new space stations are ready to be put in the game. These were quite a bit of work and I'd like to thank Colin, an amazing 3D modeler, for putting these together for me. The stations are built from modular components and can be assembled in countless variations. I have future plans for these besides just populating the universe with diverse locations to explore, but I won't get into that now. Every single one of the stations in the Stellar Tactics universe can be landed on and explored. Some of these locations are mission/combat locations, others are trade stations. Eventually all of them will be driven economically and by faction. I'll populate Achmedius with these stations in the near future, likely with the KZ-MR7 update.

7dfeb470a7d4e06ee7ded209c37077f88852f947.png



An update on KZ-MR7:

The locations are moving along quickly. All locations have been modeled and I'm now working through each of them adding navigation mesh, doors, props and lighting. There is quite a bit of work left to do, and things are moving along quickly. I expect I'll be populating these locations with enemies in the next few weeks and then writing supporting code. KZ-MR7 will be a endless dungeon that allows players to progress to level 60 and the tier 3 perk lines.

Every time you enter KZ-MR7 the layout is randomly generated from a set of scenes. A rough calculation tells me that there are 144,000 variants of this level set alone, taking into account current enemy variants and positioning, level permutations and other random factors. This procedural "set" will be populated across the universe during Alpha. And this is just the first procedural level set! And the loot...oh the loot!

Every scene requires quite a bit of work - lighting, navigation mesh, doors, interactive objects, enemy placement, loot locations, entry and exit points...

fe08e12e39d00c1cb0571db4ee72270eae933c7f.jpg


There is more posted about KZ-MR7 on steam here: http://steamcommunity.com/games/465490/announcements/detail/566719912011654863


And one last thing:

These are very early rough portraits from a very talented illustrator I'm working with. There is quite a bit of detail work left to do on the color illustrations but I thought I would share them with you. This is just the beginning...

6db01bf905ec9d3c47978d88a9dab2495e0117cd.jpg


That's all I have for now. Thank you all for supporting Stellar Tactics!

Like me on Facebook and Follow me on Twitter !
 

Severian Silk

Guest
Just bought this. Would love to see a Homeworld + JA2 crossover, and this may be a good one!

:bro:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,636
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


I've had more complaints over this boss fight than any other problem in the game. Now, with difficulty levels, everyone seems happy. I will say that hard difficulty is pretty difficult and here is a full team wipe to prove it.

I was trying to decide if I should put in an extreme difficulty mode. Not just yet I think.
 
Last edited:

Severian Silk

Guest
What is that video supposed to show? That the game is really hard? That the graphics and animations kind of suck?
 

Severian Silk

Guest
Only 2 followers in the Prologue past the Dauntless for a total of 3 team members. You will be able to find team members all through the universe and keep up to 20 with you on the ship. After the prologue, a total of 4 team members overall in your team at any one time.
What is it with 4 team members lately? D:OS, SRR, Spiderweb Software, etc.

JA2, ToEE, etc. had it just right with 6 team members.

:argh:

[edit]

Just read that everything is going to be precedurally generated. Maybe I backed this too soon...

Stuff like World Machine can produce some really cool things. But there is still a lot of artist involvement...
 
Last edited by a moderator:

vmar

Savant
Joined
Oct 17, 2015
Messages
210
Oooh, I didn't even know difficulties were added. Might have to do a hard mode run soon, haven't played since day 1.
 

Severian Silk

Guest
You get to play a game where you are in OUTER SPACE!! First missions: zombies and spiders.

:(
 

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