It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
I'll post patch notes here going forward.

The current version is 0.568. This is the same version posted on Steam.

3/26/20 - 0.493a
FIXED: Duplicate schematics will not be awarded. When you do find a new schematic as loot in space or ground combat, it should always be a schematic you do not already have.
FIXED: When crafting melee weapons, mod slots will be rewarded at the correct tiers.
FIXED: In very rare cases, ship equipment was being rewarded when turning in a ground faction mission resulting in broken ship equipment being placed in your backpack.
FIXED: Salvaging and crafting EXP bars displayed on the crafting and salvaging UI were not showing correct progress after recent changes. EXP was being rewarded correctly.
FIXED: When looting ore from ships, the amount of ore rewarded and placed in cargo is now correctly calculated.
FIXED: If you initiated a trade while in Achmedius at Halamis Ore, Hurzog Mining or the Slice Mines, universe data was not being sent to the Trade-Net correctly resulting incorrect drop-off and pick up locations among other things.
UPDATED: Increased the range at which ship loot containers are scooped to ship cargo. Increased the speed at which ship loot containers are moved to the cargo bay.

3/16/20 - Hotfix
FIXED: 1 hand pierce weapons will once again drop as loot and be added to vendor inventories.
FIXED: Heavy weapons now use the correct damage modifier from barrel mods.
FIXED: A few typos

3/14/20 - 0.492
--Picking up loot after destroying ships was not working in most cases.
--Targeting Arach's (spiders) is difficult. In the Aznari Ruins, There was a crash on some system configurations when fighting these enemies.

MORE RECENT PATCH NOTES POSTED BELOW IN THIS THREAD
Post edited January 08, 2021 by StellarTactics
avatar
StellarTactics: I'll post patch notes here going forward.
Would you also please include the patch number along with its notes? The most recent updates on the blog and on Steam don't indicate which version the changes are for, so it's not obvious whether my current install is up to date.
high rated
Patch 0.491

3/13/20 - 0.491
INCREASED CARGO VOLUME:
All smaller ships, including the starter ship, have higher base cargo volumes. Cargo expansions for these ships will also be larger (scaled from the base cargo volume of the ship). Adjustments to cargo expansions are not retroactive so you will need to buy new cargo expansions if you want the extra volume.

KCHOR
+ CRIT innate bonus with all melee weapons.
+ CRIT innate bonus with all heavy weapons.

FABRICANTS
--Fabricants are less likely to generate negative conditions when crafting regardless of skill level.
--Fabricants get a bonus to scanning ships and planets.

NEW: ROLLOVER INFO AND RIGHT CLICK EXTENDED INFO HUD
A new rollover info display. This display shows additional information at a glance - enemy difficulty, CTH, Remaining AP/Total AP, HP, shield points, and active debuffs. Right-clicking an enemy will display the extended info and targeting UI. I've had several comments that "hunting the pixel" is not fun - so, this revised hud lets you select individual body targets with the extended UI. When this UI is active, the targeted enemy is locked until you right-click again, press escape or the space bar. The extended information displays:
--Buttons that can be clicked to attack head, torso, legs, and arms
--You can reload your ranged weapon
--You can change ranged weapon fire modes
--Extended targeting information including min/max damage, range penalties if any and status effects that can be inflicted including the percent chance of inflicting the effects.
--Enemy resistance information (innate and shield totals) based on the active crew members' perception STAT. The currently selected weapon damage type highlights that particular resist icon.
Note that you can still attack without opening the extended info HUD, add attacks to the combat queue and even fine aim if you want to. None of that has changed.

RESISTS: Resists are now more important and can be reviewed by right-clicking enemies with the new popup extended info UI. Higher perception will display more resist information in the extended info popup when right-clicking enemies. Some second and third-tier enemies are immune to certain types of damage. Having an array of weapons that deal various types of damage can help you take your enemies down much faster. You now have options to change the base damage type of melee weapons (see below) to adjust your damage type strategy.

Resists have always been in the game, however, without a way to see them, it could seem at times that it took a long time to defeat a specific enemy. With the new display, you can now adjust your weapons to an enemy's weakness. An enemy that might take 10 attacks using kinetic weapons may only take 3-5 attacks using a weapon that does toxic damage. This is more important as your crew progresses.

Mitigation is now displayed in the combat log showing damage reduction from shields, armor/perks and defend.

PERSONAL SHIELDS REBALANCED
Personal shields were OP - they have been adjusted. Several things were done without modifying the loot tables so current shields are still viable without a reset.
--"The slow blade" - Melee weapons deplete shields faster than ranged weapons.
--The cost of recharging shields is now increased. The result is energy reserves for shields are depleted faster.

RIFLES AND HEAVY WEAPONS
--These weapon types now incur a ranged CTH penalty (unwieldy) when fired at close range. This promotes the use of sidearms and shotguns in close combat situations. You either need to move to range, or use your sidearms if you do not want to incur the penalty. There may be skill tree selections that adjust this penalty down when the skill tree's go in the game. A red rifle icon will display on the rollover info UI if the penalty is being applied at your current range to target.

SHOTGUNS
--Range slightly reduced for any newly purchased, dropped or crafted shotguns going forward.

SHOTGUNS, SMG'S, AND FLAMETHROWERS
These weapons now have a chance to inflict spread damage in a cone in front of the firing combatant. This effect only applies to enemies within a certain range directly in front of the firing character and applies up to 20% of the initial base damage to enemies in the weapons field of view before mitigation. This value will be increased with future changes to weapon skill tree selections. Status effects have a chance of being applied to secondary targets.
--SMG'S MUST BE IN BURST OR FULL AUTO MODES


MELEE WEAPONS
Frequency Modulators now allow you to add specific damage types to melee weapons ( thermal, electric, toxic and bleed). In addition to changing the base damage type of melee weapons from kinetic, these mods also have a chance to trigger an additional damage burst that bypasses all defenses, including Defend. The new secondary effect on this mod type replaces the critical modifier which was redundant and applied by other mods. Bleed and toxic augments also apply the bleed and poisoned status effects. Crafting adjusted for the changes above.

When a Frequency Modulator is equipped, melee weapons now display a unique particle effect associated with the various damage types.
The above changes also apply to NPCs in the universe.
Changes to Frequency Modulators are not retroactive, so older modulators will have the +CRIT secondary modifier.

Attacks of opportunity always inflict kinetic damage regardless of the modded damage type - at least for now.

PUGILIST WEAPONS
Pugilist weapons are in the game now. They are a way to augment to your melee skill with mods and damage bonuses, no special visual weapons are equipped at this time.
--While pugilist weapons to apply a small amount of base damage that scales by level and quality, primary damage derived from the characters skill level and stats.
--Mods - Melee mods and nano's can be applied to pugilist weapons bringing them in line with other melee weapons. Overall, pugilism is very effective.
--Crafting - You can craft pugilist weapons by deconstructing weapons you find. Schematics can be found by salvaging pugilist weapons or as rare random drops.
--You do not need to equip pugilist weapons to fight hand 2 hand, just unequip your current weapon as it has always been.
--Starting a new game and placing weapon points in the pugilism weapon skill will equip a starting pugilist weapon.
--Pugilist weapons can be equipped in primary and/or secondary slots.

UPDATED COMBAT BLOCKING/NAVIGATION
You can now move through your crew if they are blocking corridors or doorways. NPCs can still block you and you can block NPCs. IMO, this change is a huge improvement and I think a lot of new players were put off by being blocked by their own crew members. Being able to block an enemy is a tactic.

Crew members and NPCs now have discreet areas around them where movement is blocked. That is, you cannot click in a character's immediate area. This helps with pile-up and should help with missed combat clicks that move your crew when you intended to attack.

Crafting
--Reduced the chance of positive and negative crafting conditions
--Increased EXP gain for salvaging and crafting


FIXES AND UPDATES
FIXED: A bug related to key binds for the Q and E keys between space and ground key configurations.
FIXED: Double-clicking area exits could lock the game up in some cases - especially on the Dauntless when leaving.
FIXED: If a PC is in defend mode and hit during a round of combat, the display of the defend icon is correctly removed from the display.
FIXED: Status effects (toxic, bleed) that were mitigated completely by "Defend" are no longer applied to display 0 damage per tick.
FIXED: A number of fixes for occasionally missed clicks in the environment.
FIXED: Help hud not displaying in some cases.
FIXED: Intelligent Phage now have shields.
FIXED: The stash list no longer resets to the top on various actions.
FIXED: It was possible to add more than 10 crew members to your crew roster.
FIXED: Stairs in a specific mission location where you could get stuck.
FIXED: Broken dynamic lighting in one of the stations.
FIXED: If KO with status effects - status effects are now removed when you stand back up after combat.
FIXED: A bug that was deriving scanning bonuses from the incorrect crew member.
FIXED: In combat, if crew members are blocked by enemies and have a very long alternate navigation route to the target, they will no longer take the long route and a message is displayed to the screen.
FIXED: At level 80+ of melee skill, it is no longer possible to move small distances in combat (one node) for free.

UPDATED: Enemies in combat with the player no longer highlight when pressing the highlight key and cannot be targeted. Use the facing button while in combat - there is no AP cost to use this option.
UPDATED: If a NPCs target is blocked, they now make a second check for a new target nearby. If not, they handle various "blocked" tasks, like healing, looking for cover, etc.
UPDATED: Global tuning of enemy mitigation and shields.
UPDATED: Increased EXP gain for hacking and first aid
UPDATED: CTH values for burst and full-auto modes reduced globally based on range simulating less control when using these fire-modes.
UPDATED: CTH Values reduction values for various body parts are now fixed regardless of skill level, with the torso always receiving full CTH at any range. Head, arms, and legs receive a CTH penalty and bonuses to various status effects and damage.
UPDATED: Increased damage from "Bleed" and "Poison" status effects
UPDATED: Increased base damage from frag grenades
UPDATED: Numerous changes to resistances across all enemy types
UPDATED: Modulators and barrel mods now drop as loot more often and are the primary +DMG mod type for ranged and melee weapons.
The offline backup game installer page still lists v0.485(A) as the available version, with no access to patches.
Just a polite reminder that not everyone can use GOG Galaxy.
I very much look forwards to trying the streamlined roll-over/right click adjustments...
avatar
captskidd: The offline backup game installer page still lists v0.485(A) as the available version, with no access to patches.
Just a polite reminder that not everyone can use GOG Galaxy.
I very much look forwards to trying the streamlined roll-over/right click adjustments...
I sent a note to GOG support about this. I'll see if there is a way where I can trigger updates of the downloadable installers. Right now I don't see a way to do this and it looks like this is handled on their side somehow.
high rated
3/26/20 - 0.493a
FIXED: Duplicate schematics will not be awarded. When you do find a new schematic as loot in space or ground combat, it should always be a schematic you do not already have.
FIXED: When crafting melee weapons, mod slots will be rewarded at the correct tiers.
FIXED: In very rare cases, ship equipment was being rewarded when turning in a ground faction mission resulting in broken ship equipment being placed in your backpack.
FIXED: Salvaging and crafting EXP bars displayed on the crafting and salvaging UI were not showing correct progress after recent changes. EXP was being rewarded correctly.
FIXED: When looting ore from ships, the amount of ore rewarded and placed in cargo is now correctly calculated.
FIXED: If you initiated a trade while in Achmedius at Halamis Ore, Hurzog Mining or the Slice Mines, universe data was not being sent to the Trade-Net correctly resulting incorrect drop-off and pick up locations among other things.
UPDATED: Increased the range at which ship loot containers are scooped to ship cargo. Increased the speed at which ship loot containers are moved to the cargo bay.
high rated
6/19/20 - 0.497

Patch notes are too long for the forums. You can view them on my website at the link below:

https://www.stellartactics.com/disable-board-capture-and-sell-enemy-ships/
Post edited June 19, 2020 by StellarTactics
high rated
6/20/20 - 0.498
FIXED: Camera at the end of new game cinematic was not being set correctly to crew position
FIXED: Boarding a ship while combat paused resulted in the player ship being locked up when exiting the boarded ship.
I really like the boarding patch thank you
high rated
A few fixes today.

6/23/20 - 0.499

FIXED: When boarding an incursion ship, incursions are canceled unless the boarded ship is the last remaining ship in the incursion. In that case, you get the incursion payment credit.
FIXED: It is no longer possible to gain multiple incursion rewards when pulling incursion ships individually.
FIXED: A rare bug related to hacking the captain's chest on the Dauntless not rewarding a keycard for the Vats.
FIXED: A bug on the Talon ATKR that allowed NPCs to engage in combat through a locked door.
avatar
Greywolf234: I really like the boarding patch thank you
Glad you are enjoying the patch Greywolf234!
Post edited June 24, 2020 by StellarTactics
Thanks for the info.

I'll go try it out ( boarding ).

And thanks for keeping the updates coming :)
high rated
Patch notes - a few fixes for reported issues.

6/30/20 - 0.501
FIXED: In some cases, the rollover info popup was not being hidden when transitioning between areas.
FIXED: A rare case where, when looting cargo chests on boarded ships, a junk item was being placed in the cargo hold. If you have anything that looks like a junk item in cargo, I recommend ejecting it while in space.
FIXED: Flagging a junk item (see above) for salvage in your cargo hold could cause the salvaging system to throw an error blocking batch disassembly of items - locking it to salvaging a single item at a time.
FIXED: Not sure how this slipped by after all this time. You can no longer equip primary or secondary weapons that do not fit in primary or secondary slots by dragging and dropping them over a weapon in the inventory.
FIXED: A few typos.
UPDATED: Added additional checks for invalid items being placed in the cargo hold.
UPDATED: Adjusted grenade AoE damage radius to better match the display radius.
UPDATED: Help screen updated to reflect recent changes
ADDED: When looting a special ship equipment crate on boarded ships, a message is now sent to the screen that lets you know that ship equipment was moved to your cargo hold.
Post edited July 03, 2020 by StellarTactics
high rated
A few fixes:

7/2/20 - 0.502
FIXED: Applied a fix for a rare lockup when healing while in combat.
FIXED: First time startup - Default state of the game is now correctly set to cap at 60 FPS.
FIXED: First time startup - Offset resolution issue - 1/2 screen displayed instead of fullscreen.
high rated
10/2/20 - 0.550

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!
high rated
Hotfix - 10/3/20 - 0.551
A few fixes posted today.

FIXED: Missile launchers fixed. They now cause AE damage.
FIXED: When scanning ships, a warning was posted to screen that you need a crew member in the engineering station - even if that crew member is already at the station.

UPDATED Reduced the amount of wear applied to 1hand melee and pugilism weapons.

UPDATED: Reduced the number of finishing items used when repairing. Failed repair attempts no longer expend finishing items. When repairing, you no longer use a single resource of each type. Instead, each finishing item resource has a chance of being expended.

PART 2:
FIXED: Incursions were not completed correctly and not being reset.
FIXED: Crafted weapons created after the patch 10/2/20 will now damage enemies.
Post edited October 04, 2020 by StellarTactics