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Stellar Warfare News

Updated AI & near future roadmap

The most important update for this patch is that we have updated the AI.

  • It will now defend itself with more types of ships and more 'naturally'.
  • It will now spread its buildings out more and make more use of the map.
  • It will now send up to three simultaneous attack missions on a random group of buildings via a random attack vector.


In addition to that there are some major changes being made as well. Mainly;
  • Modding tools so that people can make star wars, battlestar galactica, star trek or whatever type of mod they would like. Starting with the basic tools like adding your own ship models
  • Unlocking the last 3 campaign missions and playtesting each of them (will be in the next patch).
  • Started working on the coop campaign that will be an addition to the singleplayer campaign.


The modding is currently available only to people who have supported the project or are currently supporting the project(see discord what that entails here https://discord.gg/KrWbsdX). They always have access to the test server. After the test phase is complete and we deem it usable/bug free enough then we will also release that part on the steam live version.

Furthermore we have also:
  • Fixed bug leading to the false announces about unit under attack when player was attacking enemy.
  • Balanced some weapons
  • Updated some visuals in the ship editor
  • Updated the thumbnails in the top-left of the ship editor


Building queue (often requested) has been added to the game!

Building queue + team reinforcements
Many people have requested the building queue to be added. Its now finally in the game. I am also looking to scale up the production team since I've been working on this project by myself for about 3.5 years now and its definitely time for fresh blood. MrBonecrash and Mackie will be helping me out with programming now so I'm finally no longer completely alone! Whoo!

Join the discord
Join the discord to give your own suggestions and find multiplayer and coop players. You can join the discord here: https://discord.gg/KrWbsdX


Here is the list of stuff that has been added these last weeks:

  • Doubled zabu complex size
  • Doubled zabu mine size
  • Doubled zabu plant size
  • Doubled zabu beacon size (should make it easier to target in the battle royale game mode)
  • Added Jarl pattern battleship
  • Changed Destroyer MKII engine colors
  • Destructor Pod damage increased from 60 to 140
  • The Colony bomber carrier is now one of the 10 default ships for all new players
  • Working on new thumbnails with an artist
  • Completed ready-for-testing state of multiple AI opponents in Skirmish mode.
  • Added newer ships to the Skirmish AI ship pool.
  • Started work on building queue.
  • Added building queue
  • Added destruction button to building upgrades menu
  • Experimented with implementing the new unit thumbnail borders ingame
  • The building queue is now on the test server for testing. @🥇Project supporter can now check it out on the steam test version. Same goes for @High Council. Once its approved by enough people I will put this live on steam
  • updated thumbnail for the ship seletion in the ship editor
  • Arranged new ship editor GUI elements to be implemented
  • Begun campaign extension preperation
  • Fixed building queue not building in correct order
  • Fixed building prices not increasing for buildings in queue
  • Worked on improving the ship editor visuals (WIP)
  • Fixed building queue messing up building progress bar
  • Fixed laser defense shooting while not fully built
  • Starting with research of basic modding
  • Made the discord headers more prominently readable
  • Updated the multiplayer friday bot

Beam weapons now deal gradual damage

The following changes are now implemented;

  • Beams now deal gradual damage as intended (thanks Algor)
  • Destructor Pod damage increased from 60 to 140
  • Added a progress bar to the main menu unlocks
  • Trained new staff. New updates on that coming soon
  • Did an inventory of what still needs done before version 1 release
  • The Colony bomber carrier is now one of the 10 default ships for all new players

Surveyors and plasma fortress

  • Replaced plasma fortress projectiles with the blue long ones
  • Replaced super plasma fortress projectiles with the blue long ones
  • Uploaded the shield fix to the steam test branch for testing
  • Edited a bunch of images and updated the 4 first images shown on steam.
  • Disabled one of the trailers on steam (too short)
  • Did the weekly key giveaway on discord
  • Checked out the 'loot tooltip incorrect upon looting item' ticket. Spawned 20x loot in singleplayer, 20x loot in multiplayer, and checked to see if the info was displayed correctly and it shows up in editor. Seems to work as intended. Have asked the person who reported this bug for more info.
  • Removed testloot from scene
  • Fixed Base Assault button in ship editor not working ( @Algor (GMT+3) already done)
  • Checked Iron Dome. Seems to work as intended. Closing ticket.
  • Added an Iron Dome to the bottom of Plasma Fortresses as well
  • Arranged some development help. Coming soonâ„¢
  • Started on a 'instructions' file so that new programmers can more easily read up on how the project is structured roughly speaking
  • Shields started with incorrect values in multiplayer when 2 were applied. This is now fixed.

Weapon range indicators

[previewyoutube][/previewyoutube]

  • Surveyors are now excluded from selection just like harvesters (unless only surveyors are selected)
  • Fixed Weapons Range Indicators not showing for enemy ships
  • Fixed Weapons Range Indicators not showing when Health Bars were toggled on
  • Added Bee as default ship frame (unlocked for everyone)
  • Fixed some minor issues with Weapon and Utility modules names preventing them from being properly unlocked by default (hopefully for good this time)
  • Refitted some default ships to feature more weapons, modules and ship frames so new players will have more versatile fleet by default
  • Fixed the "falling Jaeger" issue. Now this ship frame can be added to your fleet deck and used in game.
  • Worked on GUI visual updates
  • Worked on future of company (work in progress though)
  • Put out a bunch of requests for people to help with marketing
  • Disabled building desolve autodebug spam
  • Excluded Anomaly Extractor from powerplant list. This fixes the issue of more anomaly extractors built accidentally increasing the power plant costs
  • Made both black hole positions mirrored completely which fixes the imbalance in 1v1 games. There is no solution for players more than that currently. This will be resolved once the map-selection is in (it is going to be reworked for better team-positioning)
  • Uploaded latest version to the steam playtest version for the @🥇 Backer reward role and @Moderators to check
  • Tried to reproduce the Indomitable not launching fighters in MP. Works as intended for me. Will close ticket for now until I see it happen again.
  • Changed guide slides yellow heading colors to the new blue colors