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Hotfix

I'm posting a hotfix today for the following issues. This is a data only patch so no version change:

FIXED - In the "Raider Laboratory" mission area, one of the mission area exits was broken.

FIXED - Various pathing errors in the same mission area.

A few fixes today.

Ver 0.731

A few updates and fixes - mostly related to the Ruins after the Dauntless.

ADDED - Added enemy variants in the Ruins after the Dauntless. It's not just Arachs now.
UPDATED - Added exit indicators on the radar and map in the Ruins after the Dauntless. This should make it easier for players to identify the exits.
UPDATED - Border colors for quality are only displayed when color icons are selected in the video options panel. If you are using the new simplified icons, quality is displayed in the icon itself.
FIXED - The display on the radar and map were broken in the Ruins after the Dauntless. This was related to a bad material z-order that was clipping the map geometry.
FIXED - Z-order clipping of several objects in Ruins after Dauntless.

Patch day

Work is continuing toward BETA. Meanwhile a few updates and fixes below.

This is a fairly large update as far as size goes. I had to modify a number of materials to make things work for the lower end GPU changes mentioned below.

UPDATED - On some laptops/PCs where the system GPU does not support the required graphics features (mostly Intel GPUs), the game now displays a message at the main menu explaining that an alternate renderer needs to be used. Selecting "EXIT" configures this alternate renderer and exits the game. The next time the game is launched the new settings are used which should support systems that were crashing when using grenades, certain weapon skills and when entering space. Dynamic shadows, rendered curves and SSAO are not supported by this renderer. However, the game still looks pretty good and runs well.

To be clear, this change will not impact most players using gaming PC's.

Save games are not affected by this change. For best results, use a NVidia or AMD GPU which will provide full support for all graphics functions available in the game.
  • The Steam overlay is disabled in this mode.
  • Dynamic shadows are disabled in this mode.
  • Ambient occlusion is disabled in this mode.
  • Rendered vertex curves are disabled in this mode.
  • I'm not sure what the impact will be on the Steam Deck. Officially I do not support the Deck at this time. I plan to do further testing as I get closer to final release.


Version 0.730
UPDATED - Increased the ground equipment schematic drop rate.
UPDATED - Adjusted weapon damage based on quality tier. This is a global weapon modifier and should apply to new and existing weapons in your inventory.
UPDATED - Scenes should be a bit brighter now - extended the dynamic lighting attached to the camera when you scroll around the level.
UPDATED - Minor changes to UI SFX that annoy me.
UPDATED - Restored equipment border color indicators in inventory.

Fixed - Starting equipment for SMG - fire modes set to BURST and FULL AUTO - single fire removed. This may require equipping and unequipping the weapon.
Fixed - If using simplified icons - rollover info now displays the correct icons for slotted weapon mods.
Fixed - If using simplified icons - when trading stacked items to vendors or station storage now displays correct icons.
Fixed - In cargo storage, when sorting by ore, both refined and unrefined ore are displayed.
Fixed - A bug that require the player to press the approach icon before being able to dock or land on planets introduced in the last patch.
Fixed - A number of errors and missing strings in the French translation.
Fixed - A few missing string entries for localization.
Fixed - Enemy HP display on rollover info window would occasionally be out of sync.

If you notice any issues/bugs, please report them here:
https://steamcommunity.com/app/465490/discussions/7/



Other patch notes since the last post on the main store page:

1/31/25 - 0.728
I'm posting a few bug fixes and updates today. Here are the notes:

UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to re-center the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so they present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks

FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jump point and circling it etc.

12/27/24 - 0.727
Fixed - When using player generated custom portraits, the paper doll area of the inventory was not displayed correctly.
Fixed - Corrected portraits of Kchor and Fabricants in the recruit display.

12/21/24 - 0.726c

Hair models were not being correctly applied to character models based on new portrait selections. I'll be doing a bit more testing on this - however, this should solve the majority of the issues - like offset hair, incorrect hair color etc.

12/20/24 - 0.726b
Selecting some of the new Kchor and Fabricant portraits could lead to a lockup when re-entering the character information and inventory screens.

Shields now display correct colored quality border in loot window.

Fixed a potential crash bug.

Crew models selected to match character portraits should be better aligned. Let me know if you see any errors. Updated models only update on transition so they are not visible immediately when selecting a portrait.

Patch notes - VER 0.728 - Various fixes and updates.

I'm posting a few bug fixes and updates today. Here are the notes:

UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to re-center the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so they present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks

FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jump point and circling it etc.

Holiday Patch

Hi all. I decided to branch away from the chapter 3 content so I could post an update that includes a few things I think you might like for the holidays.

First, this build does not include chapter 3. I am still working on that and it is moving along (finally) at a reasonable pace. Instead, I am releasing a smaller update with the following main features:

Updated icons – The new icons are simplified and designed so you can easily visualize object types (weapons, armor etc.) and their quality levels at a glance. These icons are now the default icons for the game. You can revert to the original icons in the options menu in the video panel by selecting “Vivid Icons”. You can do this in-game and open the inventory and then exit to instantiate the changes. I’m still looking into icons for the various perks.

New crew portraits - By default, updated portraits will be assigned to your crew. If you preferred the old portraits, they are still available by entering the inventory or character info screens, selecting the crew member you want to adjust and then clicking the portrait. The portrait/voice UI will be displayed. Scroll past the new portraits, and you will see that the old portraits are available for selection. Note that you can also open the crew manager, select a crew member, select “REVIEW CREW MEMBER” and adjust the portraits. When starting a new game, the old portraits are not available – though they can be assigned once you are in the game.

Custom portraits – You can now add custom portraits to the game. Detailed instructions are provided in the new “PLAYER_PORTRAITS” folder in the install directory. Here are the basic steps.

  • Make sure you exit the game.
  • Navigate to the game install folder and open the “PLAYER_PORTRAITS” folder.
  • Open the “instructions.txt” file in notepad or other text editor.
  • You can have a total of 20 portraits for Human Male, Human Female, Fabricant (male/female) and Khor.
  • The portraits must be 512x512 Pixels and be perfectly square.
  • Portraits must be saved in JPG format with the “*.jpg” extension.
  • These portraits must use the naming convention called out in the “instructions.txt” file or they will not be displayed in the game.
  • The old portraits are stored in the "PLAYER_PORTRAITS" folder now and you can use them as a template/example.


Once you have added your portraits/illustrations, launch the game and load any save (or create a new game). Open the inventory, select the crew member you want to adjust and select the portrait in the upper left of the screen. The portrait/voice UI will be displayed. Scroll through the portraits and if everything was done according to the instructions, you should be able to select your custom portrait.

Custom portraits must be assigned once you are in the game. Right now, they are not visible during character creation.

Updated NPC portraits - I've updated all main story NPC portraits.

If you discover any bugs, out of place icons or issues with the portraits, please post them in the bug forums at the link below:
https://steamcommunity.com/app/465490/discussions/7/


I hope you all have a wonderful Holiday and best wishes to you and your families. Thank you for supporting Stellar Tactics!