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

Severian Silk

Guest
My character is the CHOSEN ONE too! Yay!

[edit]

Combat is slow as molasses. Hopefully this will get fixed soon. I may put the game aside until it is.
 
Last edited by a moderator:

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Updated character portraits

ef136571b03e6b12566b141bc81e2c03ba8c050e.png



I thought I would share these with you since there has been quite a bit of progress. The new portraits will replace the existing portraits when the next content update goes live. When creating a new game, you will be able to select from any of these portraits during character creation.

If you have an existing game, your current portraits will be replaced automatically. I will be adding a way for you to go into the character screen and select from any of the available portraits and replace them with your own choices. The old portraits will go away completely and will no longer be available in the game.

In the future I'll also add a way for you to replace any portrait in the game with your own - likely during beta.

The next content addition is coming along nicely. I am actually playing through the random mission scenarios now. There is still quite a bit of work with the mission generator and random enemy spawner which is working nicely now but needs work on placement and mission variety. I need to be happy with everything before I release the update. So, no ETA, but every day I get closer.

That's all I have for now. Back to work...

http://steamcommunity.com/games/465490/announcements/detail/484538729667268715
 

Severian Silk

Guest
In the current build, combat and animations are really slow. Movement is also very finicky since the game doesn't use grids like AoD or Underrail. Lots of mis-clicks are wasted trying to position your units. Hopefully this can all get fixed.

I look forward to seeing what the dev will accomplish WRT procedural level generation. IMO, only X-COM did this well, and it was only semi-random, as it reused the same buildings over and over again, and only randomized the buildings' placement, IIRC.
 

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
http://steamcommunity.com/app/465490/discussions/0/133259227529288809/
Development Update 3/12/17
I want to clarify that none of this is in the current build. It is work in progress and will come with the next content update.

Another update for all of you. Thanks again for supporting the game and your patience. Every week I get closer to the next content update. Here are a few bits of progress.

The new character portraits are now in the game and fully coded. When you start a new game, you will choose from the selected new portraits in the character creation menu. If you load an existing save game, all portraits will be replaced automatically. In some cases there may be duplicates. You can change any portrait at any time by clicking on it in the character information UI.


Character portraits in game
Community Created Artwork for Steam Artwork
By: Stellar Tactics



When starting a new game, you will be able to skip the Dauntless. After the universe data is generated, you will generate a single character, starting the game without a full team in the ruins. The game will proceed from there as usual.


Skip the Dauntless
Community Created Artwork for Steam Artwork
By: Stellar Tactics


The mission generator is fully functional now including the dialog options, mission accept/decline UI and the random generation of facilities of different sizes, layouts, enemies, loot and objectives. Of course, I'll be building on the base mission system over time adding new objective types, enemies and locations for a long time to come.


Mission generator
Community Created Artwork for Steam Artwork
By: Stellar Tactics



That's all I have for now. Back to work...
 

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
http://steamcommunity.com/app/465490/discussions/0/133260492069405814/
Development Update 3/26/17
I'm happy to say that the next update, the Abandoned Halamis Research Facility (formerly know as KZ-MR7) is code/feature complete. That means all planned features that are going in are now in the game. I have a list of bugs to fix, some polish to add to the procedural mission areas, a good bit of testing to do and a few enemy variations to add to the game and then everything will be ready.

Here are the major enhancements made in the last week.


Latest updates
Community Created Artwork for Steam Artwork
By: Stellar Tactics


  • The game now has a turn order indicator on the left side of the screen. Turn order is displayed with a series of portraits running from the bottom to top, where the top in the list is the currently active combatant. Combatants higher in the turn order indicator are likely to gain their turn sooner, though in some circumstances a re-roll of initiative can move combatants up or down in priority. Enemies are highlighted in red and team members in green. Rolling over any of the portraits displays the combatants name. The turn order shows a maximum of 8 combatants, thought there may be more in an encounter. I'll be adding further visual treatment to the bar during BETA.
  • The rollover info GUI now displays enemy difficulty with a total of three icons next to the enemy name. If no icons are displayed the enemy is of normal difficulty. Enemy groups may have leaders, captains and in some cases bosses commanding them.
  • While in a procedural mission area, a dynamic map is displayed. It gives "GENERAL" cues as to where you will find exits leading to other areas and where the main exit from mission location is located. As you explore the environment, the map fills in and eventually will indicate when the entire area is explored. I'll be implementing scanning devices in the future that provide additional information on the map depending on the quality of the device and your skill in electronics, intelligence and perception. Story mission areas do not have a map, however, they will also benefit from these devices giving you cues as to where to find objectives, enemies and even loot.
 

HeatEXTEND

Prophet
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Get in on the fun now or not really a game yet ? Don't care much about bugs, spelling etc. but is the gameplay worth it ?
 

da_rays

Augur
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Jan 23, 2014
Messages
382
Location
Filthy Pub , Quebec City
The gameplay is not too bad , i mean the concept is there , but a lot of tweak is needed in the weapon department , skill usage vs exp gain that should differ a bit from skill to skill , the speed and pace of the combat. Next big content update is on the 14th of this month and it sem like a lot of stuff is gonna be updated and fixed. I've roughly invested 30ish hours in this one and it was fun and all but im gonna try not to spoil myself too much before the game release .

TL;DR : Yeah , fun gameplay. Wait for next content patch on friday the 14h
 

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
Content Patch - 0.051 - Abandoned Facility (KZ-MR7)
15 April - Stellar Tactics


Unlimited procedural missions, equipment stash, streamlined game start, mercenaries, new enemies, tons of gear to loot, updated space stations, new character portraits, turn order bar, grenades and med-kits moved out of the secondary weapon slot and much more...this is a big patch!

I'd like to thank everyone one of you for supporting the development of Stellar Tactics and for your patience. There has been an enormous amount of work put into the game over the last few months. I don't want to overhype this build, though I do think you are going to like what you find (I hope). The game just took a very big leap forward towards Alpha.

There will be bugs - no way around it. I've done everything I can to test this build, however, with many new people playing it, there are bound to be some issues I've missed. With that in mind I HIGHLY RECOMMEND THAT YOU ENABLE AUTOSAVES for now. Open the options menu and highlight the "Auto Save on level transition” menu item. It is well worth it and save times are fairly fast. If you do find a bug - please post in the bug forums. I would also like to ask that you send me the game log:
  1. In steam, go to your library
  2. Right click the game and select properties
  3. in the properties window go to the "Local files" tab
  4. Select "Browse local files"
  5. Open the "Log" folder and send the "S3DClient.log" file to support@stellartactics.com

With that, here is what you will find in 0.051!

Procedural missions have been added to the game. The abandoned Halamis Research Station has re-appeared on the surface of Achmedius VIII. You will find a new NPC near the entrance of the Trade Station in Achmedius who will recruit you. A few things about the procedural mission system.
  • The level cap is set to 60 - this applies to global team member levels and skills
  • There are three mission categories right now; eliminate boss, clear facility and gather. More are coming (destroy, activate and rescue).
  • Missions are offered in short, medium and long variants - long missions take quite a while. The longer the mission, the better the rewards and tokens. You can reject a mission and another will be generated.
  • You can abandon a procedural mission. Story missions cannot be abandoned. You must leave the facility to abandon missions. A button is displayed in the mission log area with red text that says "ABANDON" and is only displayed if you are not located in the mission area. Clicking the button will remove the mission from your active missions list. No rewards will be granted for the abandoned mission. You can only take one mission at a time from the Halamis agent, so, this frees you up to take further missions if you are having difficulty completing your currently assigned task.
  • Tokens are granted for missions - more tokens for longer missions. Faction tokens can be spent at faction merchants for unique armor, devices and other goods. Faction merchants are not in the game yet. They will be going in very soon, so save those tokens! Besides a new armor set, there is at least one device that will be going on this vendor that every one of you is going to want - believe me!
  • Every time you enter the facility the layout is randomly generated. That is, locations are assembled to create a unique facility layout. Enemy placement, enemy types, loot and the placement of objectives changes every time a mission is generated.
  • Other than the basic background story of the facility, there is no story content in this update. This is the first pass at procedural mission content that will be persisted throughout the universe. Other "mission sets" and enemies will be developed in the future for variants on the system. Story content is different and non-procedural. I do plan to add flavor logs and other interesting mission variants in the future.
  • The slice mines have been moved to another planet.

New portraits replaced the old portrait system. There are a total of 20 to choose from. If you load an existing game, I assign a portrait to your team members automatically (other than Rhamus and Jensen - NPC portraits are not changed).
  • Auto-assignment of portraits may display duplicates.
  • To change portraits, enter the character information screen ("C"), select the portrait from the portrait GUI in the upper left of the screen. Once the character you want to change is selected, left click the larger single portrait on the character information screen. A new window will pop up that lets you assign a new portrait, voice and name.
  • You can change any team members portrait, name and voice at any time.

When starting a new game, you can now choose to skip the Dauntless. After the universe data is generated, you will create a single character, starting the game without a full team. You will be able to add new team members on the Trade station, where you will find several mercenaries willing to join you in your travels.
The mission information UI on the log screen now allows sorting by active and completed missions. Active missions are displayed by default.

NPC's can now join your team. There are several on the Achmedius Trade Station.
  • The doctors will leave your team the next time you enter the trade station. If you are already on the trade station, walk near the entry and they will leave your team. This leaves you room to add three new and permanent team members by recruiting them on the station.
  • Save before your recruit your merc's in case you want to make changes. The Mercenary manger is not yet in the game. It will go in at a later time allow you to add and remove merc's from your active party.
  • Mercenaries have assigned combat skills. They will tell you which skills they are proficient with.
  • Mercenaries set their level to your existing team’s average level.
  • Even though the mercenaries skills may not exactly match what you are looking for, you can still progress that team member and customize them by equipping the appropriate weapon types of your choosing.
  • Once a new NPC joins your team, you will be able to change their appearance, voice and name.
  • The NPC's physical model appearance will change to match the selected portrait the next time you change locations or save and reload the game. I'll be doing some work in the future so the models match the portraits better!
  • The new team member will have a number of stat points to assign depending on what level you are when you ask the mercenary to join your team.

The rollover info GUI now displays enemy difficult with a total of three icons next to the enemy name. If no icons are displayed the enemy is of normal difficulty. Enemy groups may have leaders, captains and in some cases bosses commanding them.

A stash has been added to the game. The stash is available anywhere while out of combat (for now). You can sort the stash by any inventory item type. Double clicking items in your inventory automatically moves them to the stash. You can also drag any inventory item to the stash graphic if it is open or to the stash crate.

Grenades have been moved to their own hot-bar slot.
  • Right click the icon to select the current grenade
  • Left click to activate/deactivate the grenade
  • Activation is required in order to throw a grenade
  • You must de-activate (click the icon again) or throw the grenade before continuing with combat actions.
  • AP is displayed on the icon and is dependent on whether or not you are crippled
  • Grenades are pulled from your shared inventory (backpack), not from your stash

Med-Kits have been moved to their own hot-bar slot.
  • Right click the icon to select the current med-kit
  • Left click to activate/deactivate the med-kit
  • Activation is required in order to use the med-kit
  • You must de-activate (click the icon again) or use the med-kit before continuing with other combat actions
  • AP is displayed on the icon and is dependent on whether or not you are crippled
  • -Med-kits are pulled from your shared inventory (backpack), not from your stash

While in a procedural mission area, a dynamic map is displayed. It gives "GENERAL" cues as to where you will find exits leading to other areas and where the main exit from mission location is located. As you explore the environment, the map fills in and eventually will indicate when the entire area is explored. I'll be implementing scanning devices in the future that provide additional information on the map depending on the quality of the device and your skill in electronics, intelligence and perception. The map also notifies you when areas of the mission are cleared by setting that room's background color to green. There are two cases where an area is considered clear:
  • If you are in a kill mission where the entire base needs to be cleared, the map background for each area will be marked green if that area is cleared of enemies.
  • If you are gathering data, samples and otherwise, an area is considered clear when all items for that area have been gathered.

The game now has a turn order indicator on the left side of the screen. Turn order is displayed with a series of portraits running from the bottom to top, where the top in the list is the currently active combatant. Combatants higher in the turn order indicator are likely to gain their turn sooner, though in some circumstances a re-roll of initiative can move combatants up or down in priority. Enemies are highlighted in red and team members in green. Rolling over any of the portraits displays the combatants name. The turn order shows a maximum of 8 combatants, thought there may be more in an encounter.

When working for a faction, mission rewards will include tokens. Tokens can be used to buy faction equipment. This includes faction armor and devices. For now, the tokens you are rewarded will accumulate until the faction equipment vendor is added. In the future, these faction merchants will be located in trade stations across the universe.

A global tuning pass that increases the pace of combat by adjusting a number of factors including enemy and player character hit points. Combat encounters in general take less time to resolve. This should increase the overall pace of game play. I see it as in improvement and I'm looking forward to everyone's feedback. Obviously more work to do on this as well as tuning skills and progression.

Things that did not make it in that will soon:
--Objective arrows
--Halamis faction vendor

GENERAL BUG FIXES
FIXED: Planets labels staying visible when loading to an exploration location from space.
FIXED: Personal Shield effects are less likely to occlude character model geometry
FIXED: Text entry fields work as intended now
FIXED: In rare cases, team member turns were skipped at the end of an enemies turn, if a team member was the next combatant in queue
FIXED: %hit chance displayed on cursor will never be above 100%
FIXED: A rare crash when fighting phage that would lock the game
FIXED: Mod's were not displaying correct icons when equipped. In some cases this may cause equipped mods in save games to not work correctly. The only solution is to discard the weapon. Not to worry, the Halamis Research labs have countless new (and better) weapons to loot.
FIXED: Further fixes for enemies healing from long distances
FIXED: Looting objects through walls
FIXED: If self stunned during a round by grenades, can no longer use remaining AP to move
FIXED: A rare killing blow combat lockup bug.
ADDED: "G" key toggles group/single movement while out of combat
ADDED: "V" key toggles crouching/standing for the currently selected team member
ADDED: Two bonus AP are granted to players and enemies at levels 40 and 80 (the level cap at this time is level 60)
ADDED: Bosses and enemies may be completely resistant to certain types of damage. If they resist damage, a message is displayed
UPDATED: Updated the help menu to reflect the new keys
UPDATED: Combat responsiveness improved.
UPDATED: All general vendors now carry a basic hacking tool.
UPDATED: Sound-FX updates for various menus
UPDATED: Added additional team member voice comments
UPDATED: When leaving the Dauntless, you retain your party members equipped items which are moved to your stash.
UPDATED: Vendor trash items re-worked to be a bit more Sci-Fi - these items will be useful once crafting goes live, though can be sold to vendors for cash.

KNOWN ISSUES:
--A possible very rare crash with Phage - I believe this is fixed, however, it may rear it's ugly head again!
--When looting or purchasing grenades and med-kits, the icons on the hud do not update quantity.
--Some nav-mesh errors - this are almost impossible to find by myself and they will likely show up with heavy gameplay. If you do get stuck, please send me the S3DClient.log file - it's the only way I can debug the issue.
--Heavy debug data is being pushed to the client log. I'll reduce debug data in a few weeks.

COMING SOON:
A few things that you can buy from the Halamis faction vendor with those tokens you are earning.
--Halamis Quantum Translocator - Tired of trudging back through the facility? Buy a Quantum Translocator from your friendly Halamis merchant! The Halamis Quantum Translocator is attuned to the staging area of the abandoned Halamis Research Facility.
--Halamis Faction Armor - Buy the entire set and get a shiny new look! The merchant knows what you need and the armor offered scales to your level, offering the finest protection available - at least from Halamis!
Another pass at the combat AI to make enemy's more efficient.
Perks to level 60 for hacking and first aid.
More variants of the facility map set.
Bug fixes - of course.

THE NEXT MAJOR CONTENT UPDATE:
The next major update will be a first pass at space combat. This will include the ability to purchase ships and equip them with various weapons and equipment items.
 

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
New portraits are an improvement.
It no longer looks like a bunch of janitors gets woken up and put into military duty because of some sort clerical error.
 

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
http://steamcommunity.com/app/465490/discussions/0/133262848299956816/
PLEASE DO NOT USE CHEAT ENGINE!
I've spent hundreds of hours debugging issues related to the use of Cheat Engine and other hacks. Every single patch modifies binary offsets and can cause critical failures with save games based on these hacks. If you do have save games created by these programs, please restart your game immediately and do not use them.

PLEASE DO NOT USE CHEAT ENGINE OR OTHER CHEAT HACKS WITH STELLAR TACTICS. Programs like this are fine when a game is finished and no longer being updated or modified, however, I am patching the game all the time.

I am only one developer. If I spend my time debugging issues introduced by cheat apps, I will never get the game finished.
 

Infinitron

I post news
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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
StellarTactics Just post here: http://steamcommunity.com/games/465490/announcements/detail/2060805669537745596

Patch 0.072 - Faction Vendors
13 MAY - STELLAR TACTICS
0b33f3f8d457c990150e1542ee97e291c4258368.jpg


I'd like to thank everyone who reported bugs and made suggestions since the last content update. Your feedback is making a real difference.

Many fixes and adjustments have been made to Stellar Tactics in the past month since the release of the last major content patch. A cumulative list can be found below and pinned to the general forums Patch Notes

Halamis Faction Merchant
This update adds the Halamis faction merchant and the underlying code and systems for faction merchants in general. You can find the merchant near Zabin Morbain in the Halamis Facility Staging area. Faction merchants offer faction equipment and unique armor sets for tokens earned by completing missions throughout the universe. Faction armor is high quality armor and as such requires a good deal of effort to generate enough tokens to outfit your entire team. The Abandoned Research Facility is a great place to run missions and gain faction and tokens to outfit your crew. I'll be adding more equipment and faction armor to the faction merchants across the universe during Alpha. As the story evolves, you may or may not want to be seen wearing the armor of certain factions around the known universe.
  • Items are expensive and quite powerful. The merchant evaluates your current team makeup and presents you with armor tailored for your current level. Check in regularly as your team progresses for better armor with higher AC and stat modifiers.
  • Stat bonuses on the armor are set to your team's current level at the time of purchase. I'll eventually add armor set bonuses that provide special effects if you are wearing an entire matching set of the current armor type. Every few levels you should go back and see if you can improve your equipment.
  • Even when you outgrow your faction armor set, it has high value at regular merchants and can be sold for a nice profit. You may choose to purchase faction items to use your tokens and convert faction items to credits. When crafting goes in, faction armor can also be disassembled for high quality components.

The merchant sells:
  • Halamis Quantum Trans-locator - Tired of trudging back through the facility or just weighed down by loot? Buy a Quantum Trans-locator from your friendly Halamis merchant! The Halamis Quantum Trans-locator is attuned to the staging area of the abandoned Halamis Research Facility and will relocate your entire team in the blink of an eye! You only need one...
  • Halamis Faction Armor - Buy the entire set and get a shiny new look! The merchant knows what you need and the armor offered scales to your level, offering the finest protection available - at least from Halamis!

A note from Zabin Morbain regarding "quantum trans-locators" - "While the Halamis trans-locator is a prototype version and the first trans-locator ever developed in the known universe, future versions are likely to allow you trans-locate yourself back to your ship. I know for a fact that the Scientists at Halamis Lab's are already hard at work developing a two-way trans-locator. This amazing device will let you return to the original location where the trans-locator was last initialized. Certainly early adopters will pay an exorbitant price for this new device, so save up your faction tokens. Your exploration of the Halamis Research Facility is facilitating incredible discoveries in the areas of energy harmonics, quantum field theory and of course helping to keep the universe a safer place."
 

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
http://steamcommunity.com/app/465490/discussions/0/1318836262672874191/
Whats next?
NO ETA ON ANY OF THESE - I"m working on the following daily right now.

I've been working almost exclusively on the new game start - the Dauntless. Most of this work is related to lots of great feedback from the ST community - thank you all for your comments.

  • Completely revised level art to bring the start of the game in line with the rest of the game.
  • The layout is being revised to reduce the amount of backtracking and walking necessary
  • All of the dialog for the start of the game is being professionally proofread.
  • Tutorial text is being removed from the dialog and being placed in tutorial popup windows that can be ignored or disabled.
  • Longer dialog segments will offer "short" dialog options for those that do not have time or do not like to read.

And finally, after much thought, I'd like to mention the following changes to the start of the game (spoiler here).
I'm too lazy to figure out how to copy/paste spoilered text from Steam forums.

  • Perks to level 60 for hacking and first aid.
  • DONE! - More variants of the facility map set.
  • DONE! - Another pass at the combat AI to make enemy's more efficient (and deadly).
  • DONE! - A few things that you can buy from the Halamis faction vendor with those tokens you are earning in the facility.

THE NEXT MAJOR CONTENT UPDATE:
The next major update will be a first pass at space combat. This will include the ability to purchase ships and equip them with various weapons and equipment items.
 

veevoir

Klytus, I'm bored
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Shadorwun: Hong Kong BattleTech
Are there more than 1 ship to choose in the final game? I'm a famous vehiclefag, having a whole shipyard of junkships to choose from is even more important than story romances for me.
 

a cut of domestic sheep prime

Guest
Updated character portraits

ef136571b03e6b12566b141bc81e2c03ba8c050e.png



I thought I would share these with you since there has been quite a bit of progress. The new portraits will replace the existing portraits when the next content update goes live. When creating a new game, you will be able to select from any of these portraits during character creation.

If you have an existing game, your current portraits will be replaced automatically. I will be adding a way for you to go into the character screen and select from any of the available portraits and replace them with your own choices. The old portraits will go away completely and will no longer be available in the game.

In the future I'll also add a way for you to replace any portrait in the game with your own - likely during beta.

The next content addition is coming along nicely. I am actually playing through the random mission scenarios now. There is still quite a bit of work with the mission generator and random enemy spawner which is working nicely now but needs work on placement and mission variety. I need to be happy with everything before I release the update. So, no ETA, but every day I get closer.

That's all I have for now. Back to work...

http://steamcommunity.com/games/465490/announcements/detail/484538729667268715
Where are all the white people?
 

StellarTactics

Maverick Games
Developer
Joined
Feb 29, 2016
Messages
38
Posted another content patch yesterday related to First -Aid and Hacking perk lines. http://steamcommunity.com/games/465490/announcements/detail/2769002403457608673

A new content patch today with skill perks for First Aid and Hacking to level 60. Included are a few fixes for the game, updates to damage mitigation closely tied to the perk lines and proofread text for the logs. Hope you enjoy the patch.

ADDED - Perks to level 60 for the First Aid skill line. You can select various perks at any time that give you bonuses to heal. All perks provide a chance to remove effects from yourself and team members. You have a chance to remove bleeding, poison, hobbled, crippled and stun.

ADDED - Perks to level 60 for the Hacking skill line. You can select various perks at any time that give bonuses to the amount of time you get to decode digits, bonuses to the number of looted items and loot quality of the hacked chest or locker, and bonuses for critical bypass of hacking.

ADDED - Added a new ship reset feature in space. If your ship is stuck for some reason, you can now press and hold the F1 key for six seconds to reset your ship to the nearest FTL point. I'll remove this when the FTL points open up in the future. This is a fairly rare occurrence, however, I thought I should add a way to recover if it happens.


UPDATED - Mitigation for status effects for all weapon perk lines adjusted to resist based on cumulative perk selections. In general:

--First, damage is mitigated by your shields for specific damage types as long as your shields are charged and the attack type does not bypass shields. Damage is reduced.

--Second, armor mitigates the remaining damage including additional AC from perks as long as the attack type does not bypass your armor. Damage is reduced.

--Finally weapon perks that provide effect resists stack and provide a chance to bypass secondary effects like stun, hobble, cripple, toxins and bleeding. These resists do not modify damage, so the damage after shields and armor are calculated and still applied. Grenade damage cannot be resisted at this time. The newly added First Aid skill perks allow you to remove secondary effects.


UPDATED: Shaved a few seconds off loading times.

UPDATED: When rolling over portraits in the turn-order bar during combat, the info bar is now displayed at the top center of the screen. This will give you access to combatant status and detrimental effects without needing to rollover combatants.

UPDATED: All log entries proofread.

FIXED - Fixed a typo in tips related to single/crouched which should have been single/grouped.

FIXED - Fixed signs on crew deck which should have been "Cryo" not "Crio"

FIXED - Gas grenades now reset the DOT timer if combatants are in the area of effect. If you have been cured of toxins, or the DOT effect timer runs out and a combatant is still in the area of effect, your timer will be reset and you will continue to take damage.

FIXED - Grenade explosion material blending.

FIXED - Duplicate combatant selection cursors.

FIXED - Saved shadow settings are now set correctly when loading a game.

REMOVED - Removed screen lock for dual monitors. It was causing problems in cases where multiple monitors were running different resolutions. I'll look into a permanent solution in the future. For now, there are third party applications (some free) that you can download that solve the problem.
 

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
http://steamcommunity.com/games/465490/announcements/detail/1439315797570952943
Updated movement system - Patch 0.094

Another update - this time the game movement system has been completely revised. The old system was written a long time ago and I've never been happy with it. I've been tinkering with this new system for a while now and decided to release it.

The old system had quite a few problems:
--The team did not move as a squad and this caused problems when entering combat. Specifically you had to burn a lot of AP to get into position
--Squad facing was not available. You had to use additional AP to rotate them into position after arriving at your destination.
--In single movement mode you could not select another team member and move them while the last character was moving to a position.
--Single movement did not allow you to set a destination facing.

The new system:
--You can now move as a squad and arrive at your destination in formation.
--Team members no longer lag behind
--You can set the direction your squad will face when they reach their destination by dragging the mouse while the right mouse button is held down.
--In combat you can now set a facing when moving team members. When they arrive at their destination, they will rotate to face the selected direction set by the movement cursor.
--Team members can move independently when out of combat in single movement mode. You can select a destination for a team member and then select another team member and move them simultaneously.
--Single/Group mode can be toggled using the [SPACE BAR] when out of combat. In combat, the [SPACE BAR] ends the selected team members turn as it always has.
--Movement speed has been improved
--You can zoom out a bit further now

I think overall, this is a much better system and gives you flexibility, alleviating wasted AP when entering combat. I have future plans for additional quality of life improvements like box selection and formations.

A few additional bug fixes:
FIXED: A long standing bug where some armor would not display on your team members. Remove the armor and re-equip it to display the correct armor graphic.
FIXED: Phestus could end up in a state where he would not load his inventory when trading with him.
FIXED: Animation transitions into combat and from idle to attack.

I hope you will give the new system a try and post feedback on the forums. Thanks as always for supporting Stellar Tactics!
 

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