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Offline Asid

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Stellar Tactics
« on: May 14, 2018, 04:33:33 PM »


Enter a stunning Sci-Fi universe filled with meaningful choices and intrigue. A space exploration RPG that features classless character progression, squad-based tactical ground combat and a living universe where your actions have consequences. Gather your team, equip your ship and explore.


Homepage: Here
Steam: Here
Official forum: Here
YouTube: Here


Single-player


Story  Trailer




About



   Build a team of space mercenaries and explore a vast open-world universe
   Classless character progression and perks allow for unrestricted customization. Specialize team members or master all weapons skills
   Tactical, turn based team combat - use your action points wisely to ensure victory
   Tons of gear which can be upgraded with Nano-Tech and component parts to customize your team. All weapons and armor have five tiers of quality and millions of variants.
   40 ships to choose from. Each can be customized with various quality grades of equipment and specialized as cargo, mining, exploration or combat vessels
   Space combat utilizes energy management and a dedicated skill progression system
   Mine for minerals in space and sell the ore for profit to earn enough for a new ship
   Scan planets to reveal new exploration opportunities or sell the data to faction merchants
   Discover ancient civilizations, abandoned stations, cave systems, anomalies and the ruins of hundreds of years of unrelenting warfare in a living dynamic universe
   Accept missions, follow the main story or explore - the choice is yours



Bringing back the nostalgia, excitement and wonder of classic RPG's, Stellar Tactics will thrill you with a compelling narrative, deep strategic squad-based ground combat and rewarding open world space exploration. To survive, you will need to build your team's skills and equip your party and ships with the best weapons, armor and equipment you can find. With 10,000 sectors, tens of thousands of solar systems and millions of planets to discover, you can spend countless hours exploring, fighting, trading and building a party of seasoned veterans that can dominate the challenges of deep space.

NOTE: This game is in Early Access - there may be bugs and the game does not yet contain all features planned for release.


Additional features in development:

You can see the development road-map posted on forums here: Development Road-Map: https://steamcommunity.com/app/465490/discussions/0/350532795334521117/

   FTL travel
   Commodities trading and dynamic economy
   Extended narrative based on thousands of years of lore, intrigue and faction warfare
   Devices that will allow the player to fit a total of 12 unique effects both beneficial and combat specific across their team members
   "Azimuth", a synergistic combat system, presents new challenges for strategic players
   Crafting system - Refine ore and dismantle equipment for component parts to build useful equipment for your team
   Ground mining drone system
   Stealth and trap system
   Repair system for your ships and ground based equipment
   Additional perks

























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Offline Asid

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Re: Stellar Tactics
« Reply #1 on: December 26, 2018, 11:23:59 PM »
Patch 0.170 - Better mission rewards, new device, enhancements and fixes
21 December - Stellar Tactics

First, I'd like to wish all of you a very Happy Holiday Season and thank you for a great year! This is the second patch as promised that provides additional bonuses to end mission loot, a new device that lets you scan for lifeforms in mission areas, a cleanup pass on the movement/interaction system and more. This is the last patch this year, and it has been a very busy year indeed. I have big plans for 2019 and I hope you enjoy the content and updates to come.

Here are the patch notes:

UPDATED: At the end of missions and when you clear hostile facilities and explore locations, you are now awarded better bonus equipment. Originally this was going to be a crate. I'm going to reserve that for major bosses that will reward epic items, and now grant these reward items as described below.
All granted items are now useful - no more health kits or junk items.
All granted items are of exceptional quality or higher.
You now get three guaranteed items at the end of missions.
Other rewards remain the same - Faction, cash rewards, and ammo are still granted depending on whether the location is a faction mission or a explore location.
--Short missions and explore locations - A chance for a legendary - a total of three granted equipment items (weapon, armor, shield or mod)
--Medium missions and explore locations - A high chance for a legendary - a total of three granted equipment items (weapon, armor, shield or mod)
--Long missions and explore locations - A guaranteed legendary - a total of three granted equipment items (weapon, armor, shield or mod)

UPDATED: A cleanup pass to the movement and interaction system. Overall this brings a few things in line with where they should be as far as object interaction and movement is concerned. Still more work to do on this.
--When moving to a location, if you click a chest, object or NPC, the closest team member will branch off and interact with that item instead of ignoring the object and continuing to move to the destination.
--If a PC is moving towards an object to interact, other team members will stop and wait.
--If a PC is moving towards an object to interact, another click to move will interrupt the interaction and clear the interaction queue.

UPDATED: The help screen while in space has been updated.
UPDATED: When rolling over grenades and health kits popups, descriptions are now displayed on the screen so you can see what kind of grenade or health kit you are selecting.
UPDATED: The high-resolution space option now also displays higher resolution materials for planets.
UPDATED: In higher level encounters, enemy groups are less likely to be generated with multiple missile launchers. Sure, that was fun, but it can also be overwhelming.
UPDATED: New color coding icons for equipment tiers in all menus.
UPDATED: You can now translocate directly to your ship from anywhere on a trade station if you have the Halamis Translocator equipped.

ADDED: A new device exclusive to the Shikaru faction. Shikaru faction vendors now sell the Lifesign Tracker. This device exposes all lifeforms in the current mission area on the radar for 10 seconds. Enemies out of range of the scanner are displayed at the edge of the radar display. You can use this in any mission area to help you track down those elusive enemies hiding in small rooms or in the larger mission areas like caverns and stations. The device has a 2-minute cooldown. The device cannot be used to reveal ethereal creatures. The device uses a global cooldown so other team members that also have the device equipped will need to wait until the cooldown expires. The cooldown persists between saves. There will be many more useful devices coming to the game - cloaking devices, resource node scanners for salvaging, drones for scouting areas and destroying upcoming turret placements in missions etc.

ADDED: Bloom filter setting in the video options screen.

FIXED: A bug that would display the wrong number of available faction tokens when purchasing an item from a faction vendor.
FIXED: When purchasing an item from a faction vendor, the text sent to the log now correctly indicates that you used tokens to purchase the item.
FIXED: The beacon icon now disappears if active when you FTL out of a star system.
FIXED: Blending issues with nebula effects. Overall, nebula effects now better match the star system sky and are more subtle.
FIXED: Removed duplicate log entry when turning in faction missions.
FIXED: A floating container in one of the mission areas and a number of other visual glitches in various mission areas.
FIXED: A mission enemy that was linked to a group on the other side of the mission map in one of the mission areas.


A little of what you can expect for the NEXT content patch:



The first set of final models for some of the ships (10 total)
Victory FT-2 - Light Fighter
Arrow FT-1 - Light Fighter
Triumph ITC-4 - Interceptor
Rovah MK-1 - Explorer
Talon ATKR-2 - Medium Fighter
Khaal ATKR-4 - Heavy Fighter
Tarsus MRCH-2 - Light Merchant
Severin MRCH-2 - Light Merchant
Heron MRCH-3 - Light Merchant
Exetor ATKR-7 - Heavy Fighter

Cargo transfer on stations
Ground mining drone system
Commodities and trading tied to the beacon system currently in the game
Updated animations
Improvements to the pace of combat (tied to the new animations)
Faction Agents will buy scan data

That's not all of course and I'll be working my way through the "What's Next" and "Roadmap" posts on the forums as I move towards Alpha.

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Offline Asid

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Re: Stellar Tactics
« Reply #2 on: January 18, 2019, 01:53:46 PM »
Cargo storage


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Offline Asid

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Re: Stellar Tactics
« Reply #3 on: January 27, 2019, 12:03:03 AM »
More progress on the new ships




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Offline Asid

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Re: Stellar Tactics
« Reply #4 on: February 23, 2019, 11:54:54 PM »
Defense and Mining Drones

Renders of the defense and mining drones [WIP]


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Offline Asid

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Re: Stellar Tactics
« Reply #5 on: February 24, 2019, 12:01:56 AM »
Patch 0.177 Stability and player suggested QoL updates
16 FEB - STELLAR TACTICS


Hi all! I decided to set this week aside for a major update to the loading code, QoL improvements suggested by the community and a number of urgent fixes. No screenshots this week, just a bunch of things you've asked for that I needed to "get done". Here are the updates and fixes. Hope you all have a great weekend and thanks as always for supporting Stellar Tactics!

UPDATED: Improved loading speed when moving between areas.
UPDATED: Autosaves now take place before transitioning between areas.
UPDATED: Autosaves are now displayed at the top of the load/save menu under the quick-save slot. You can no longer overwrite or delete autosaves.
UPDATED: When saving over an existing save game, that save games current name is displayed by default with a new time stamp in the save confirm dialog.
UPDATED: Increased the animation speed when swapping weapons.
UPDATED: Ship equipment merchants will always carry at least one mining laser.
UPDATED: NPC ships can now be intercepted when micro-warping.

UPDATED: Added new logic for approaching NPC ships so you follow at a distance once in range. This should make intercepting ships in star systems much easier.
--Reduced the speed of NPC ships that are micro-warping to destinations so you can intercept.
--When you are micro-warping and you target a ship and press the "Approach" icon, you will now approach that ship and match that ships speed once you are in attack range.
--If you target another ship or stellar object, you will accelerate back to full micro-warp speed.
--If the targeted ship arrives at it's destination while you are following the ship, you will drop out of micro-warp in range of that ship.

UPDATED: Increased the frequence of drops for several rare mods (Frequency Modulators and Projectile Weapon Barrels).

UPDATED: End turn options now have dedicated key binds:
[1] - Delay Turn - If you have a full bar of AP, this option will let you delay your turn in the turn order.
[2] - Defend - A chance to reduce or completely mitigate the next attack on this character.
[3] - End combat turn

UPDATED - When you are ready to end your turn, you can now press [SPACE] a second time to end your turn so you do not need to manually select a end turn option. This is the same as selecting the new keybind [3].

UPDATED: Another tweak to the number of ships traveling to/from systems.

FIXED: Fixed a rare random lockup when transitioning between areas. This includes a major overhaul of the loading code when transitioning between areas. If you have any issues moving between areas, please post on the bug forums. I've tested this heavily and everything seems to be working as intended. I'll keep an eye on the bug forums over the next few days to make sure the new system is working as expected for everyone.
FIXED: A rare bug related to high faction levels not populating the system object list (upper left menu when in space) correctly.
FIXED: A rare bug related to high faction levels not displaying correct faction information in faction UI on the star map.
FIXED: The names of equipped devices are now correctly displayed when rolling over the icons on the tool bar.
FIXED: Particle systems were not triggered when launching to space when you first recieve your ship.
FIXED: If a rollover tooltip is visible and you leave a menu using the ESC key, that tooltip is hidden correctly.
FIXED: A visual glitch in the new game cinematic when exiting the crio-chambers.
FIXED: When starting a new game, after the intial cinematic, you will not be able to edge scroll until your implants are activated. You can also recenter the camera on your crew with the "Q" key and access the help menu "H".
FIXED: You can no longer select the end turn option "Delay Turn" if you do not have a full bar of AP.

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Offline Asid

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Re: Stellar Tactics
« Reply #6 on: February 24, 2019, 12:02:12 AM »
Patch 0.179
A few fixes in this one.

--Planetary gravity well indicators should display now for all planets
--A rare edge case related to the keypad to the room where Phestus is located
--Reduced the experience requirements for space skills (Piloting, Weaponry, Electronics, Targeting)
--Moved a few icons around on space hud. Added a few icons for the upcoming drone mining system.

See the image below - a few icons have been moved around. The shield and weapons toggle icons are now placed in the center panel.

There are two new icons that are not active yet on the UI. They are for a future patch.
--The drone manager in the lower left.
--The launch drone icon shows up when you select a mining node on a scanned planet.

(Urg - typo in the image - not going to fix it - moving on...)



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Offline SystemInShock

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Re: Stellar Tactics
« Reply #7 on: February 25, 2019, 09:32:16 PM »
I try very hard to stay away from early access games, but this one I had to pick up. I probably won't play it at all until it's complete, but hopefully my small contribution will help push this past the finish line.
When in Danger, When in Doubt; run in circles, scream and shout.

Offline Asid

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Re: Stellar Tactics
« Reply #8 on: February 25, 2019, 11:32:44 PM »
I try very hard to stay away from early access games, but this one I had to pick up. I probably won't play it at all until it's complete, but hopefully my small contribution will help push this past the finish line.

I do the same quite often. Most games I do not play in EA because they are constantly changing in a big way so you have to restart.

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Offline Asid

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Re: Stellar Tactics
« Reply #9 on: March 03, 2019, 05:31:41 PM »
Drone Manager (WIP)


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Offline Asid

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Re: Stellar Tactics
« Reply #10 on: March 05, 2019, 01:31:09 PM »
The new Kraken model



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Offline SystemInShock

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Re: Stellar Tactics
« Reply #11 on: March 05, 2019, 08:27:09 PM »
I try very hard to stay away from early access games, but this one I had to pick up. I probably won't play it at all until it's complete, but hopefully my small contribution will help push this past the finish line.

I do the same quite often. Most games I do not play in EA because they are constantly changing in a big way so you have to restart.

That's my problem.  Restart, restart, restart.  Or I finish the game and then 6 months later it's updated and I don't want to play it again.
When in Danger, When in Doubt; run in circles, scream and shout.

Offline Asid

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Re: Stellar Tactics
« Reply #12 on: March 19, 2019, 11:34:40 AM »
Click to open/close info HUDs




Space Info Huds opened


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