The game has been getting a number of updates over the last month. https://store.steampowered.com/news/?appids=465490
Looking forward to the next content patch https://steamcommunity.com/games/465490/announcements/detail/1696067271004249605 more ships.
New update dropped today 1.4GB in size. https://steamcommunity.com/games/465490/announcements/detail/1696069809489767665
Another update with 10 more ship and same bug fixing ect yesterday with I guess would be a hotfix today.
Hopefully we going to see some more of the story starting to be implemented into the game.
I have watched a few game play videos on stellar tactics and it is shaping up to be a really good game from the videos I have watched. Looks like you can sink a lot of hours into this game with just the crew and customizations to assist you in your travels. Not sure if there is really a underlying story, but I guess in this type of game story doesn't matter much as long as the game gets progressively harder... But with over 150k star systems you almost have endless playability here as long as there is no caps and enemies scale in some aspects.
Very little of the story in the game so far only about an hour or so at the start of the game which gives some background information and setting up the start of the main story. The dev has said their will be about 20 hours of the main story line.
I spent a good 15+ hours just playing the side missions but they can get a bit repetitive and my other minor gripe is the lighting as the game uses a single point light, which can make the game very dark in places.
Strange this update has release of the 14 but I'm just getting it today, unless it was delayed. https://steamcommunity.com/games/465490/announcements/detail/2430169961239959519
New update for the game dropped today.
Today's patch includes a number of performance enhancements, a pre-compiled shader system, and a few QoL updates.
Shaders are now pre-compiled when you launch the game.
--The majority of all shaders are now generated via a database at game launch. I would say 80% of all shaders are in the d-base now and more will be added over time.
--As you play the game, if a shader is not pre-compiled it is added to the database and saved so the shader does not need to be compiled on the fly ever again.
--Certain video drivers could crash - though this was very rare - when compiling complex shaders on the fly. This patch should address that.
--In some cases, when entering an area the first time after this patch, there may be a short period of stuttering as shaders are initially linked to materials.
You can now adjust mission length when speaking with a faction agent - Short - AVG 40 Min, Medium - AVG 1-2 Hrs, Long - AVG 2-4 Hrs.
You can now browse available missions while the mission window is open by selecting the "Next" button. A new mission will be offered.
You can now double click crew equipment (shields, armor, weapons) to equip them from inventory. Mods and devices need to be placed manually.
Active status effects are now displayed below each crew member's portrait along with their active duration.
Various code optimizations for performance.
A few changes to the way the physics engine handles movement.
A few changes to the animation system.
A few animation fixes/updates.
A few changes to idle and facing blend animations so they can be interrupted when moving characters. This makes movement more responsive.
The game now generates a backup "sav_dat.xml" file that is not stored on the Steam Cloud when saving the game - just in case there is a disk write error of some kind.
A possible fix for a rare lockup when healing.
FIXED: A bug that was causing random animation and physics slowdown.
FIXED: A bug that would leave idle states running at 1.5x normal speed in certain cases.
FIXED: Autosave when leaving the Dauntless.
FIXED: A bug that would leave equipment quality color border visible when unequipping an item.
UPDATED: When grenades and medkits are enabled, a reminder message is displayed when ending your turn to deselect these items from the toolbar. I think in some cases, this was causing confusion. I'll be looking into an automated solution for this.
UPDATED: Ship collision damage reduced. Collision damage now affects shields and armor.
I'm continuing to work on a few things:
--Weapon special attacks.
--Streamlining of perks so they are available earlier in the game with more frequent updates.
--Better inventory sorting.
I'll keep everyone posted as I make progress.