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high rated
Version 0.553

UPDATED: A few changes to the UNCAP FRAMERATE (EXPERIMENTAL) option that makes changes to how VSYNC interacts with area loading. I'm hoping this solves intermittent lockups for players using this option on high refresh monitors. Please let me know if you experience any issues. If you do experience lockups when loading areas, de-select the UNCAP FRAMERATE in the options menu.
UPDATED: Increased repair EXP.
UPDATED: Increased experience gain for piloting, weaponry, electronics, and targeting
UPDATED: Increased cash reward values for cleared discovery locations - phage infections, boarded hostile stations, etc.
FIXED: When in rotate character mode, it was possible to right-click enemies which would lock up the game.
FIXED: A bug that could cause scanned planetary stations and nodes to disappear when returning. If you are returning to a planet after completing a mission taken from a faction vendor at a planetary station, and cannot turn in a completed mission (return location is not visible on the planet) you should abandon the mission in the log. Going forward, it shouldn't be an issue
high rated
Version 0.563

Disabled frequency modulator particle effects for now. The particle effects were causing CTD's on a small number of systems.
A fix for a rare random lockup when transitioning between areas.
Improved load times when transitioning between areas.
UPDATED: The repair experience progress bar displayed in the repair window now displays as progress toward the next level.
UPDATED: The Shikaru Lifesign Tracker can now be used while in combat.
UPDATED: Bonus PROC damage from frequency modulators is now calculated into melee weapon EXP.
UPDATED: Increased the possibility of gaining bonus experience towards the next schematic tier when disassembling items.
FIXED: The autosave before leaving the Dauntless now functions as intended. You can now reload this save and the mission to escape the Dauntless is reset. This is not retroactive.
FIXED: A error in the display of FTL drive info when crafting.
FIXED: An error in the calculation of equipped CHA armor when generating vendor prices for ships and equipment.
FIXED: An assert when transitioning between areas with autosaves on.
FIXED: Settings changed in the options menu now save correctly when pressing the ESC key.
FIXED: A progress calculation error related to crafting perk selections and how they interact with AP bonuses to crafting progress.
FIXED: A few typos in perk descriptions.
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Greywolf234: I really like the boarding patch thank you
I'd second this, but I was disappointed at not (yet?) being able to keep captured ships as a way of upgrading vessels. Hopefully this will be added in future, so I would like to offer the following suggestions:

* To keep a ship, it must be captured and fully repaired.
* It must then be towed to a trading station (this should require the player's ship to have a tractor beam or similar component). For balance, players should be limited to being able to tow one (or maybe two) class sizes larger than their current vessel.
* A re-registration fee then has to be paid to formalise transfer of ownership - and if the captured vessel was engaged in raiding, smuggling or piracy, the player may have to cover any fines imposed to keep it.
* Some re-registered ships could result in long-term consequences like repeated capture attempts by the original owners.

Another point is that ship capture could (and probably should) be far harder - given the value of ships, it is reasonable to expect much tougher defenses which could include the following:
* sealed bulkheads that require heavy weapons to breach;
* sentry guns that automatically fire on intruders;
* some (sealed) ship corridors filled with a toxic atmosphere (which could be some races' preferred environment, making their ships particularly hard to capture) or evacuated to a vacuum (causing both tumbling damage as characters are sucked in and consequent suffocation);
* defensive chokepoints with defending crew pre-positioned to their tactical advantage.

Such measures could also be available to players to strengthen their ship against boarding and the ability to wander around your own ship could be a great opportunity for cosmetic DLC too (Furry dice! Bouncy dice! Furry, bouncy Phage-infected dice!).

So far this looks to be a very promising game, and I look forward to seeing it develop further.
Post edited November 23, 2020 by AstralWanderer
high rated
Patch 0.568 - Weapon special attacks, support skills and more.

ADDED SPECIAL WEAPON ATTACKS AND SUPPORT SKILLS:
Weapon special attacks and support skills are now in the game. Note that enemies start using special attacks at around level 5. Players get all weapon skills at the start of the game and they improve over time with five total tiers increasing at skill levels 20, 40, 60, 80 and 100. Weapon skills are specific to each weapon type and several are shared (1hand slash and 1hand blunt). Initially these attacks are fairly weak, however, over time they scale nicely and you will be using them regularly in combat.
Special attacks and support skills use zero AP and can be triggered at any time if they are available as long as it is your turn in combat.
Special attacks are guaranteed to hit, however, DEFEND can mitigate damage.
Enemies start using special weapon attacks at level 5
Weapon special attacks are on global cooldown timers.
Support skills are reset at the beginning of combat. You can use sprint, taunt, and barrier at the start of each combat session.
You can use special attacks and support skills from both equipped weapons ( primary and secondary ) in the same round if global timers are reset by swapping weapons.
Special attacks, taunt, and barrier increase in power as you gain skill in that weapon class at levels 20, 40, 60, 80 and 100.
Game difficulty affects how NPC's use special attacks by changing how often they are used. The frequency and power of these effects from NPC's vary by enemy difficulty. A regular NPC will use them less often, a single skull enemy more often and bosses will use them most of the time when their cooldowns expire. On easy mode, these attacks are less likely to trigger - on extreme difficulty the attacks will be triggered more often.
Some enemies have special abilities. For example Phage vomit. Rather than triggering a special attack, they will use their special twice in one attack if they trigger a special. New enemies in future updates may have similar attacks that they use more than once in a combat round.


UPDATED - BOARDING:
When boarding a ship, there will always be a loot container that contains ship equipment loot similar to what would have been dropped if you had destroyed the ship. NOTE: Ore and ship ammo is not included in the loot table.
Enemy subsystem regeneration time increased by 30 seconds. It should now be easier to board ships with lower-tier ship equipment. Note that it has always been intended that boarding a ship with starter turrets would be difficult. Upgrading your turrets and systems will make boarding enemy ships much easier. While boarding, a ship may regenerate its shields, however, they go down faster after repaired by the enemy crew.
General reward for selling ships to Arkus increased by 30%. Selling a ship with multiple decks increased by 70%. Note that repairing ships to full always rewards more and yes, it does take some time to gather the components - though, with higher salvage skill, more components are rewarded. I will be adding side missions for Arkus and he/she/it will have missions that will let you earn better rewards as you develop your relationship.


ADDED - REVIEW AND UPDATE CREW PERKS/STATS FROM THE CREW MANAGER:
You can now edit crew member perks, stats, portrait, voice, and name in the CREW MANAGER for any crew member by selecting the crew member you want to edit from the list on the left and then clicking the "EDIT CREW MEMBER" button. This is very useful when adjusting space crew perks for mining, space combat etc. Previously, you needed to add the crew member to your active crew to make adjustments.

ADDED - DEDICATED CREW MEMBERS FOR HACKING, SALVAGING, CRAFTING, AND REPAIR
When activating any of these skills, you can now select the active crew member as dedicated. This means that no matter which crew member activates the skill, the dedicated crew member will be the crew member who's skills and perks are used. This crew member also receives all experience from actively using these skills.
If you would prefer to not use a dedicated crew member anymore, just select the portrait to remove the "check mark" and the crew member that initiates the skill will be used.
The first time any of these skills is used a popup is displayed explaining how to select this crew member as the dedicated crew.
SELECT DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and a checkmark will be displayed indicating this crew member is not the dedicated crew member for that skill.
REMOVE DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and the checkmark will be removed indicated a dedicated crew member is not selected for that skill.
--NOTE: Removing or replacing a crew member from your ground team in the crew manager will reset your currently active dedicated crew. You will need to re-assign a new crew member to the various tasks.

UPDATED - VSYNC AND FRAMERATE CAP OPTIONS:
Uncapping the framerate in the video options has been changed to give players more options. You can find a new slider in the video options menu. Default is VSYNC ON. The slider lets you cap your framerate to 30 FPS, 60 FPS, VSYNC ON, VSYNC 1/2, VSYNC 1/4, and NO LIMIT (no cap at all!). VSYNC is highly dependant on your system, monitor, and video card settings. This should give players more options and hopefully address issues of animation slowdown. If you have any issues, you can always either uncap the framerate completely by dragging the slider to the far right or set the framerate cap to 60FPS or even 30FPS.

I'll keep an eye on the bug forums to see if any of the VSYNC and framerate adjustments mentioned above cause any issues. VSYNC ON should always provide the best performance.

GENERAL PATCH NOTES:
UPDATED: Increased base Micro-Warp speed of ships.
UPDATED: Reduced spam-click timer so there is less delay when interacting with objects and NPC's.
UPDATED: Skyboxes for the main menu and FTL space.
UPDATED: Doubled faction token and faction standing rewards for agent missions.
UPDATED: Doubled positive/negative faction reward values for clearing explore locations.
UPDATED: Increase the number of credits rewarded when completing a faction agent mission
UPDATED: Faction display in the log map area now displays your current faction values as positive/negative values ranging from -50,000 (worst) to +50,000 (best). Neutral ranges from -10,000 - +10,000.
UPDATED: Hacking and auto-hacking are now faster. When entering the correct key code, the next combination digit begins immediately instead of waiting for the cooldown timer to expire.
UPDATED: Repair and Salvage experience bars when repairing/salvaging ship components on boarded ships now show experience toward the next level instead of total skill experience.
UPDATED: Adjusted bleed damage down a little.
UPDATED: The FTL guide entry is displayed the first time you enter FTL space. A reminder to accelerate is displayed on the screen when entering FTL space. Additional information added to the FTL guide entry noting that piloting skill and FTL drive quality affect SHIP speed in FTL space. Guide entries/tutorials will eventually get an overhaul.
UPDATED: Added new key binds. Your current key binds have been reset.
Keybind for toggling grenades on/off [O]
Keybind for toggling med-kits on/off [P]
Keybind for scanning the selected target in space [DELETE]
Keybind for attacking the selected ship. When in space combat you can tab-target ships in combat with you, and press the attack key to switch all turrets to the new target. [RETURN]
FIXED: Neutral system stations would occasionally spawn faction agents that would give missions that could never be completed.
FIXED: It was possible to mount heavy turrets on light turret mount slots. I recommend replacing any heavy turrets mounted on light turret mount locations to avoid issues with space combat.
FIXED: Corrected ship info list below turrets on ship screen [K} so it correctly displays the mount point info for heavy/light turrets.
FIXED: If entering the Abandoned Facility and taking missions before completing the Slice Mines mission, it was possible you could not turn the Slice Mine mission in to Scarby Hurzog.
FIXED: Rollover highlights for a number of objects.
FIXED: When removing status effects using first-aid perkS, the status effect displayed under the crew portrait is updated immediately.
FIXED: A few minor visual glitches with projectiles.
FIXED: A few material errors with Kchor NPC's
FIXED: A skill rounding error when recruiting mercs that would round skills down one level occasionally.
high rated
Version 0.569
FIXED: Melee experience was not registering correctly when modulator mods were equipped on melee weapons.
FIXED: If the log was immediately opened to view the star map when first entering FTL space after the last patch, it was possible that the menus would lock up and the ESC key would be unresponsive.
high rated
Version 0.572

UPDATED: If you have no weapons or a pugilist weapon in your sidearm slot, the secondary support skill has been changed to sprint. If the primary weapon slot is empty (fists) or a pugilist weapon is equipped, the support skill is taunt.

UPDATED: Updated the combat movement path marker to use a much faster system.

UPDATED: LOS lines are now displayed almost immediately when the combat movement cursor is moved to a position.

UPDATED: I did a lot of work on movement and pathing. Overhead objects, walls, and other objects no longer obstructed floor clicks. If you click the floor, your crew member should move to the location unless blocked. This includes how raycasts for movement interact with PC's, NPC's and the environment.

UPDATED: If a health kit is enabled, you can now click through overhead objects, etc to target crew members.

UPDATED: A few changes to the world map:
[list]
--You can now scroll the area map using the left mouse button and zoom in-out using the mouse wheel.
--World map uses a higher resolution map.
--You can now zoom in much further on the world map.
--World map now remembers your current zoom level and last position during the current game session. You can reset the map using the blue "+" icon on the map.


UPDATED: The star-map search feature loads much faster now. A few other new features:
[list]
--The star map now lets you search star systems where you have placed a beacon by entering only a few characters. So, for example, you can search for "Achmedius" by entering "a" and pressing enter in the search field and Achmedius will be displayed along with any other systems that start with an "A". For systems where you have not placed a beacon, you need to enter the entire system name and press search to center the map on that system.
--Entering "cargo" or "ship" in the search field and pressing enter will now display systems where you have cargo or ships.
--The search feature now includes the sector coordinates and sector level for systems where you have placed beacons.


UPDATED: The VSYNC option now enables VSYNC and the frame limiter for the 60FPS and 30FPS options. I'm still doing work on how various high refresh monitors interact with game events and area loading.

ADDED: Added new icons to the star map that show you if you have a drone, ship, or cargo storage in a system. If you have placed a beacon in a system, the system has a new icon overlay that shows you at a glance if a beacon is already deployed in the system.
ADDED: If a crew member is at the 5 point skill cap, a warning is displayed when entering the inventory or character info screens noting that the crew member will not receive weapon skill experience until they reach the next level.

FIXED: When clicking at a specific position in the game world, the navigation marker in combat was not being correctly set to the exact movement position.
FIXED: When first entering an area and engaging in combat, the LOS markers and cover icon was not being displayed until an enemy took a single turn.
FIXED: A bug in the display of various perk bonuses in the ship skill bonus area.
FIXED: Enemy AI equipped with grenades would occasionally throw two grenades during their combat round.
FIXED: A number of UI inconsistencies related to closing various menus with the ESC key (LOG - Search, Trade-Net, Faction window).
FIXED: A few perk tooltip errors.
FIXED: The game would lock up if a crew member dies at the same time as the last enemy in an encounter with a missile launcher, DOT, or grenade. Could also happen if you were in combat mode with no enemies around and you threw a grenade and killed yourself - oops.
FIXED: When selecting crew portraits, special attacks for that crew member are now updated correctly in the toolbar.
FIXED: A bug with melee movement introduced with the special attacks system that could cause melee crew members to stop before reaching their target causing a loss of AP.
high rated
Version 0.574

Level load stability patch. Some changes made to the loader for systems running high refresh monitors and at framerates exceeding 60FPS. My hope is that this eliminates lockups during level load.

Optimizations to various game processes that govern AI ships and mission management.

FIXED: A repeatable lockup when using the expanded information window. If you were using the expanded info window to attack, and if you eliminated the last enemy in the encounter, the game would lock up.
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StellarTactics: Version 0.572
UPDATED: Updated the combat movement path marker to use a much faster system.
I think it's very good that you try to make the ground combat interface much faster, but I miss the dots and the colors now. :( - In the old system the path-interface had dots where you could estimate the amount of AP you'd need for the movement, but now there is only a line, so that you can only guess how much AP will be needed. That's a pity and makes the fights a lot more frustrating / less fun, imho. And additionally the colors that indicated if you could use your weapon after the movement are gone, too (but why ?). I noticed that there still is a color-transition from yellow to green on this line, but it's completely the wrong way round, I'm afraid, since it shows yellow only in the immediate vicinity of the character in question and all other places further away are completely green - but shouldn't it be vice versa (like it was before) ?
So, to sum up: Could you please bring those colors and/or dots (/ numbers) back to make ground-combat as tactical and fun, as it used to be ? I'm sure many players would be grateful for this. ;-)

... And "facing" seems a bit buggy now, too, I'm afraid, because it happened several times that it did little to nothing, when I used this button, and in one occasion the character was even turning AWAY from the position he should have faced when clicking in the direction of the enemy. :(

But apart from this I think those changes that came with the new updates are a blessing for this game and very much appreciated (at least from me :)) - Please keep on with the very good work. ;-)

EDIT: Please forget what I wrote about the colors and dots above - I was dumb like hell ! :( - I hadn't noticed that on the AP-bar the remaining APs are shown, independent of those dots and colors. :/ That's even better, than displaying those things in the path-interface I think. - So, the system now really seams perfect to me and is a lot faster and more precise, too. :) ... But "facing" still needs a bit attention, I think. ;-)
Post edited February 19, 2021 by frankycl
I noticed another little problem / bug with the new path- /combat-interface (and this time I double-checked that this really is a problem ;-)): When pointing at a position that's behind a team-buddy, who's standing in front / in the line of sight of an enemy, the interface doesn't show the line of sight from this position anymore (at least with friendly-fire turned off, the enemy should still be a possible target, I think). But when I move to this position behind my team-buddy (that didn't show the line beforehand), I can shoot at the enemy, nevertheless (and that's how it should be, right ?). - So, my guess would be that you'll have to "tell" the game that the characters can see (and shoot) an enemy, independent of the fact that a team-buddy stands in this line of sight (like it was in the old system anyway - if I recall it correctly ;-)).
high rated
Version 0.577

Today's patch updates space backgrounds and effects throughout the Universe. I have also removed the 5 point weapon skill cap. I'd like to gather feedback from players on the removal of the cap. In my opinion, the skill cap has caused a lot of confusion and some just don't like it at all. For now, the cap is removed. It will come back as a hardcore option at some point for those who enjoy micro-managing progression.

Meanwhile, a lot of work is being done for chapter one of the main story. There are also a number of other assets being developed that will provide points of interest in the universe. I'll explain more as I make progress on this work.

ADDED: The universal facelift. All new backgrounds and various other improvements for space. Make sure to enable the high-resolution skyboxes in the options menu if you have 2gb VRAM or higher. Enjoy!

UPDATED: The 5 point skill cap for weapon skills has been removed. Removing the skill cap will likely require some tuning over time so expect the amount of experience gain to go up/down as required as I gather more feedback.
--The skill cap will come back as an advanced gameplay feature for those of us who like it. By that I mean, it will be an option - off by default.
--The level cap remains at level 60 until the story content is ready.
--Skill gain remains unchanged. Even at the level cap, you can continue to gain skills for any weapon, support, or space skill to level 100.

UPDATED: Replaced a number of planet materials.
UPDATED: Improved performance.
UPDATED: On completion of an incursion, completion notification and reward delay are much shorter.
UPDATED: Reduced base resists for various enemies.
UPDATED: Reduced FTL FX timings for faster jumps to FTL space and between star systems.
UPDATED: Stability updates.
FIXED: Rollover compare info for pugilist weapons is now displayed if a single pugilist weapon is equipped in the primary or secondary slot. If you are dual-wielding pugilist weapons, you will need to compare manually.
FIXED: A number of typos.
FIXED: Duplicate sector data in systems 0,0 - 99,0. I doubt anyone is flying around taking missions in these sectors, however - if you are I recommend that you cancel and then re-take missions if they are active.
FIXED: A bug related to the display of active drone icons on the star map.
FIXED: A bug related to walking to and interacting with objects/NPCs.
high rated
Version 0.578

Fixed: On some boarded ships, you could not select certain repair objects, lockers, and chests.
high rated
Version 0.578b - Hotfix

Fixed: Door colliders were not being disabled correctly on boarded ships.
high rated
Version 0.579

NOTE: This patch will reset your key binds to default.

UPDATED: Cameras for space and ground now used fixed mouse movement inputs. If your mouse is not moving when rotating the camera, the camera will not rotate.
UPDATED: You can now configure camera rotation speed in the gameplay menu for space and ground separately.
UPDATED: Increased the base camera rotation speed in space.
ADDED: Keybinds for ship "Pitch up"/"Pitch down". This patch will reset your current key binds. These keys are bound by default to the "Up arrow"/"Down arrow" and can be rebound to other keys in the space key bind area of the options menu. I know a lot of you requested this.
UPDATED: Renamed "Secondary weapon" to "Sidearm"...because that's what it is.
FIXED: If you quickly pressed the "M" key for the map in ground locations multiple times the game could lock up.
FIXED: A typo in the tier bonus display for the weaponry skill.
Post edited March 27, 2021 by StellarTactics
high rated
Version 0.579b

HOTFIX: Map icons and fog of war are now displayed correctly when pressing "M" in ground locations. Thanks for reporting the issue
high rated
Version 0.593

Hello all! I’m posting a patch today that fixes a number of issues. This is primarily a stability and bug fix patch with a few other bells and whistles. It’s important to note that this is not the Chapter 1 patch. I am busy working on that and will post progress updates as things move along.

Note that a lot of data was touched for this patch so the download will be fairly large.

Here is what you will find in the patch:
1) A major stability fix related to level load lockups
2) A number of other fixes listed below
3) The updated game UI.
4) A first pass at localization to Spanish, French, German and Russian languages.
5) A warning screen if compatibility issues related to drivers and 3D rendering support are discovered when the game loads.

LOCALIZATION -French, German, Spanish and Russian
Localization is VERY ROUGH right now. I'm sure there will be a number of embarrassing language issues and typos. If you want to join the localization process to clean up the rough edges, check the link below for more info and the pinned topic at the top of that forum. I'll post translation edits and fixes with future patches as they become available.

Join the community translation. I'm looking for a few people who are interested in editing and updating the Spanish, French and Russian translations. The German translation is in good shape.
Send a note to support@stellartactics.com if you are interested in getting involved.

You can change the language in the "Gameplay" tab of the options screen.

In some cases text in various languages may be too large for the UI and scroll past the boundaries of the UI area. If you notice these, please report them on the translation sub-forum here. A screenshot would really help.

Old mission data is not localized. That data is saved in your current save and will continue to be displayed in English.

New missions that you take will be localized.

Some items in your inventory in existing saves may have descriptions and other information that are part of the save and will not be translated. New items of the same type found or purchased from vendors - like health packs - will be translated.

Almost everything should be translated, however, I am still looking for places where English text is displayed in a field so expect that there will still be a small number of places where a fix is needed.

Things that need to be translated or won't be translated for technical reasons: Crafting component suffixes, mod names, system names, character names, names of minerals, commodity names, and weapons names. There may also be a few other areas that are not translated that will get fixed over time.

Removed the HELP screen. Pressing "H" now opens the guide directly. The help screen is obsolete as all keys can be viewed and edited in the options menu and most of the information on that screen is available in the guide.

A warning interface is displayed at the main menu if your PC is not compatible with Stellar Tactics. This covers failed shader compilation and a review of all the core graphics requirements to run the game. If your system fails the check, an interface is displayed that provides a few suggestions like updating your drivers and making sure your system is utilizing your dedicated graphics GPU.

Optimizations in may areas
UPDATED: Load times improved.
UPDATED: After completing the Phestus mission, FTL drives are now available in Achmedius at ship equipment vendors.
UPDATED: Universe ship manager performance updates - especially for games that have hundreds of hours of stored ship, system and station data.
UPDATED: Reduced the size of the selected ship reticle. Added transparency to selection options.
UPDATED: New portraits for main story characters (Rhamus, Jensen etc.) to match future story content portraits.
UPDATED: Precaching of dynamically loaded assets in space to avoid hitches.
UPDATED: You can now loot all by pressing the space bar.
UPDATED: NPC ships attack each other once again. I'll keep an eye on the forums in case there are any issues. Keep an eye out for free loot chests from these battles.
UPDATED: The game UI has been revised with a new custom UI.
FIXED: A random lockup when transitioning between areas during the loading screen.
FIXED: A random lockup in space combat.
FIXED: A random crash when displaying the line of sight indicators in ground combat.
FIXED: A potential lock up in the early game when opening the ship screen before launching to space.
FIXED: The left arrow when selecting crew voices on the portrait/name/voice editing UI was not working.
FIXED: In some cases, incursions were not being triggered. If you are in a state where incursions will not trigger, travel to another star system and the issue should be resolved.
FIXED: When crafting, a message is displayed on the screen if your inventory is full. You can no longer start crafting a schematic if your inventory or cargo are full.
FIXED: The ship storage display is now closed when pressing ESC if in the ship UI.
FIXED: A bug related to initializing incursions after Rhamus/Jensen leave crew on trade station.
FIXED: Infinite experience when crafting (processing items by pressing the enter key).
FIXED: KO crew members could block movement in narrow passageways.