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The game has been getting a number of updates over the last month. https://store.steampowered.com/news/?appids=465490


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I kind of forgot about this one since its been in early access for two years, glad its still being actively developed.


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Looking forward to the next content patch https://steamcommunity.com/games/465490/announcements/detail/1696067271004249605 more ships.


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New ships.


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New update dropped today 1.4GB in size. https://steamcommunity.com/games/465490/announcements/detail/1696069809489767665


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I like all the new ships added to the game, I really need to put this one on my watch list because it has a lot of aspects I like. I take it you bought this one Pinback? How you liking it?


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Looking like it's going to be the best space adventure game made since the 90s, I don't count the modern ones like KOTOR OR Mass Effect as they never gave you the freedom of the older game.


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Another update with 10 more ship and same bug fixing ect yesterday with I guess would be a hotfix today.
https://steamcommunity.com/games/465490/announcements/detail/1730974328862317779

Hopefully we going to see some more of the story starting to be implemented into the game.


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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.


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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.


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New vid showcasing some of the new ships.


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Short vid on the next update about the trade net.


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More about the trade net, must get back to playing this as I have not played it for a while.


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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


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I liked that last video and that new map they are implementing looks really good as well . This game is coming along nicely.

Think it will be released by the end of the year Pinback?


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Think it will depends on when he starts to implement the main story into the game, as to when it get near to a final release.


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Update vid, must get back to playing this as it's been a while since I last played the game.


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Quick vid looking at crafting in the game.

 


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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.
--Combat pace.
--Streamlining of perks so they are available earlier in the game with more frequent updates.
--Better inventory sorting.
And more...

I'll keep everyone posted as I make progress.


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New video for the upcoming patch to do with combat I believe but I have not watched it myself yet, no word on when the patch will drop as theirs nothing on Steam about it.


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There been any talk about when Stellar Tactics will be leaving early access? With all the games I have now, I don't even bother playing or buying games until they leave early access.

From the videos I have seen this game looks to be shaping up into a great turn-based tactical strategy game.


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Not seen anything on the Steam forums about when it will leave early access.

Game could do with the road map being updated and I'm guessing that the last major update will be the adventure part of the game before it leaves early access. So when we hear about that then the full release of the game should not be far behind it. 


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Spaceship boarding not yet in the game but coming soon and I reckon this is going to be the best space adventure game made in the last 25 years, Mass Effect doesn't count as it is just a linear taking simulator. 😋  


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New update for the game.

This patch updates the perk progression system, adds the last of the game perk/tier bonuses and the new repair system.
 
It's patch time again. Here are the details for the patch released today.

ADDED: REPAIR SYSTEM AND REPAIR PERKS
Rollover info now displays the current condition of items. As they degrade, they become less useful (less mitigation, weapon jams, lower damage, etc.).

Maintaining your weapons is easy. Just roll over the item you want to repair and press the [SPACE] key. Item repairs require finishing items that can be obtained by salvaging junk and gear that you find in your travels. Perks allow you to repair items above 100% to a maximum of +25 (125). Crafted items can gain up to +30 (130). Overall, any crafted item with the appropriate perks can have a maximum of 155 condition from crafting and repair bonuses. In addition - repair tier bonuses apply reduced item degradation as you progress to maximum skill level.

  • Repair perks have been added
  • I've provided 20 finishing items of every type as a one time grant for repair. These items will be added to your existing finishing items - or, when starting a new game, you will start with 20 finishing items of each type. This should cover repairs needed in the early game until players can salvage enough items for future repairs.

ADDED: EQUIPMENT WEAR
Equipment wear can be disabled in the options->gameplay menu.

Looted equipment will always be in some state of wear and will never be below 50%. This applies even if equipment wear is disabled.

  • Equipment wear penalties apply when equipment degrades below 50%
  • Below 25% - Additional penalties are applied.
  • Below 5% - Items will barely function.
  • At 0% Items are non-functional and must be repaired.
  • Vendors always sell items that are at 100% condition.
  • Electro damage does more wear to shields.
  • Thermal and explosive damage do more damage to armor.
  • Mods, devices, cargo expansions, and items equipped to a ship hardware mount point do not wear over time.
  • Wear to ship equipment is minimal when shields are up. Once a shield is down and you start taking damage to your hull, damage is increased.

ADDED: NEW SHIP REPAIR STATION
You can now assign a crew member to the ship repair station. This crew member will prioritize repairs to your ship over time, prioritizing the hull, then shields, engines, systems, and weapons. This crew member can repair onboard equipment to the current maximum condition and will receive repair experience over time as they repair your ship. I recommend a dedicated repair crew member for the job.

Manually repairing ship systems can apply bonuses based on your current repair skill and perk selections.

  • Ship repairs take place over time. Repair skill TIER bonuses improve the speed at which ship hull plating and components are repaired.
  • When paying for ship repairs on stations, only the hull armor of the ship is repaired. Other components need to be repaired manually or over time when a crew member is assigned to the crew repair station. Hull plating is repaired over time by crew members in the crew repair station.
  • If the crewmember assigned to the ship repair station is also in your ground crew, repairs will not take place while on stations or ground locations.
  • Repairs by a crew member in the repair station slot do not consume resources.

ADDED: SALVAGING PERK LINE

  • Additional components can be salvaged as you unlock skill TIER bonuses.
  • Perks added that provide bonuses to base salvaging failure, learning, and schematic experience.
  • Perk selections that allow for increased schematic discovery for weapons, mods, armor, shields, and ship schematics.
  • SCHEMATIC DISCOVERY PERKS - BONUSES FOR SELECTED SCHEMATIC DISCOVERY PERKS STACK FROM MULTIPLE CREW MEMBERS. Each crew member can provide a +10% schematic discovery bonus for a total of a +40% bonus if all ACTIVE GROUND crew members have a skill level of 80 in salvaging and the correct discovery perks are selected.

ADDED: CRAFTING PERK LINE
Skill tier bonuses reward reduced chance of negative conditions, bonus finishing points at the start of crafting. Perk selections apply bonus action points, item durability, reduced negative condition duration, and positive condition bonuses for weapons, mods, armor, shields, and ship equipment.

ADDED: SCHEMATIC REVIEW IN SALVAGING DISPLAY
You can now view your unlocked schematics in the salvage display without needing to travel to a crafting table.

ADDED: NEW DEVICE - THE AMMO CONVERTER
A new device is available from Varadyn faction vendors that will allow you to convert any type of ammo into other types of ammo. The UI is simple to use and you will can convert standard and heavy weapon ammo at the following ratios:

  • Pistol, SMG, rifle, shotgun, and E-Cell to any other ammo type in this category = 1:1 ratio (1 for 1)
  • Pistol, SMG, rifle, shotgun, and E-Cell to missile, fusion cell, flamer fuel, minigun = 4:1 ratio (4 for 1)
  • Missile, fusion cell, flamer fuel, minigun to any other ammo type in this category = 1:1 ratio (1 for 1)
  • Missile, fusion cell, flamer fuel, minigun to pistol, SMG, rifle, shotgun, and E-Cell = 1:4 ratio (1 for 4)
  • The device can be used in any ground location including missions.
  • This device is fairly expensive and requires that you complete a number of missions to earn the needed tokens from a Varadyn faction agent.

UPDATED: Perks or skill tier bonuses will be rewarded every 5 levels. Perk selection and preview has been completely overhauled so you can preview all skill perk and tier bonuses through skill level 100 at any time. Perks are still situational and you can switch between selections in each group as you have in the past.
IMPORTANT: You may need to assign perks in your current save now that these changes are posted. In many cases you may have a few perks available that you did not have before.

UPDATED: First aid perks overhauled - Reduced perk bonuses to healing, they were OP. Max skill tier bonuses grant a +75% bonus to healing in addition to the base medkit healing values (small, medium, and large). Perks now focus on removing status effects.

UPDATED: Explosives perk line revised with a focus on improved damage and inflicting status effects. Tier bonuses focus on CRIT and accuracy. Perk bonuses can apply addition damage and status effects:

  • Stun grenades can apply bleeding
  • Frag grenades can apply hobble
  • EMP grenades can apply cripple

UPDATED: Weapons, armor, shields, and ship equipment all degrade over time with use and damage. You can repair these items by hovering over equipped items, inventory, stash, cargo, and ship equipment in the various menu's and pressing [SPACE] on your keyboard.
UPDATED: Maximum weapon skill level when crafting weapons is now uncapped - max skill level is now 100.
UPDATED: The currently selected crew member is not reset when transitioning between ground locations.
UPDATED: Removed perception requirement in extended rollover UI for displaying target resist values. I'll likely tie the display of additional resist information to another system.
UPDATED: On the character information screen, when selecting a new crew member, the selected skill is not reset to rifles making it easier to compare perks and skill info between crew members.
UPDATED: New SFX for most ranged weapons.
UPDATED: FTL sound effect volume reduced.
UPDATED: Reduced amount of ammo dropped now that ammo converter is available. I'll likely adjust this over time with more playtesting.
UPDATED: In HARD and EXTREME ground difficulty modes, auto regeneration of HP after combat is disabled. You will need to heal crew members with medkits.

  • Shield and energy points will regen as usual.
  • Transitioning between areas will heal crew members to full health.
  • I'll gather feedback on this change and make adjustments as needed.

UPDATED: Increased melee proc damage from frequency modulator mods.

FIXED: PC's now display the correct amount healed in-game log if healing exceeds maximum health.
FIXED: When gaining a skill level in crafting, salvaging, and repair, a notification is sent to the screen.
FIXED: When various menus are open, key input for ship control is blocked (E.G. afterburners, thrusters, etc).
FIXED: When crafting ship equipment, some of the items were displaying an incorrect finishing item in the last stages of crafting.
FIXED: A few calculation errors in the progress toward the next skill level display on the character information screen.
FIXED: A rare case where beacons and ship ammo could be moved into the player backpack and stash inventories.
FIXED: A rare case where a crew member could die from a DOT (bleed or poison) at the end of combat leaving the game in a state where combat does not end.
FIXED: If a crew member is not assigned to the ship electronics station, you cannot scan ships or planets. A message is displayed on the screen in cases where a crew member is not assigned.
FIXED: Ship vendors now display whether a turret is a general turret mount or a missile mount in the ship information display.
FIXED: Ship hull damage cannot be repaired using the repair button in the ship info UI [K] when boarding an enemy ship.
FIXED: Crafting and salvaging menus now ignore background click events while displayed.
FIXED: Numerous small UI fixes/updates.

There are a lot of changes in this patch. I'll keep an eye on the forums over the next few days and patch any issues that pop up. Thanks as always for supporting Stellar Tactics and have a great weekend!


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New weapons and special skill added, nice.

 


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