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Engine update, radar mini-map, career bonuses and starting ship selections

Lots of changes today and a few bug fixes. Meanwhile, I am working on the Chapter 2 content which should be released late December or January soon. Notes below.

GAME ENGINE UPDATED:
Much smoother gameplay even with saves that have hundreds of hours played. In general, the updated core engine will provide better visual fidelity and smoother camera movement

Camera smoothing updated.

The game engine now requests the highest power GPU for laptops and systems that have both Intel and NVidia/ATI GPU's. In the past, this was a problem. In many cases the default settings on Laptops were trying to render the game on the Intel GPU which was much slower and in some cases did not fully support the shaders required to render game effects, causing crashes on these systems. The work around was to manually force high power rendering through the control panels.
NOTE: The new engine only supports 64bit OS. For 32bit OS, the game will fall back to the older renderer/engine.

RADAR MINI-MAP:
The radar now includes a mini-map of the area.


CHARACTER CREATION UPDATED:
When starting a new game, you are now presented with three options that set both a starting ship and career bonuses. When exiting the Aznari ruins, your career choice will set the ship type you find waiting for you on the planets surface. Career bonuses can be found below:

BOUNTY HUNTER - INTERCEPTOR: PHARRIS MACE AK-7
EXPLORER - Pharris Starhawk EXG-3
MERCHANT - Tarsus MRCH-2

NOTES:
The Tarsus MRCH-2 has had it's turrets adjusted. When a Tarsus MRCH-2 is reviewed at a ship vendor, when purchased, or as the starter ship, the turret configuration will be 4 light turret and 2 light missile hard points. The missile turrets have been downgraded to light mount points from heavy hardpoints. If you have already purchased a Tarsus MRCH-2, the heavy mountpoints will remain as they were before the patch until you swap them for another turret. This was done to balance the starting ships and bring the ship in line with the cost/value.

The Pharris Starhawk EXG-3 has had its default cargo increased from 850 to 1170 cargo so drone ore cargo can be retrieved. Though really, if you want to retrieve ore instead of auto-sell, you are better off with more cargo space.

CAREER BONUSES:
When loading an existing save, you will be given the option to select a CAREER BONUS. These are the same bonuses applied by selecting your starting career in character creation - less the choice of your starting ship. These bonuses are permanent:

BOUNTY HUNTER
GUNNERY: +5% DAMAGE BONUS SPACE COMBAT (ACTIVE SHIP)
MORALE: +5% DAMAGE BONUS GROUND COMBAT (ALL CREW MEMBERS)

EXPLORER
SCAN MASTERY: FACTION AGENTS PAY DOUBLE FOR YOUR SCAN DATA.
KEEN EYE: YOU TEND TO FIND BETTER EQUIPMENT WHEN LOOTING CHESTS AND LOCKERS

MERCHANT
NEGOTIATOR: +10% PROFIT WHEN DELIVERING TRADE ORDERS FOUND ON THE TRADE-NET.
CHARISMATIC: VENDORS CHARGE 10% LESS FOR EVERYTHING – EVEN SHIPS

SHIP CLASS BONUSES:
All ships now have ship class bonuses:
INTERCEPTOR, LIGHT FIGHTER, MEDIUM FIGHTER, HEAVY FIGHTER:
AFTERBURNERS DO NOT DEPLETE CAPACITOR (This was always the case with Interceptors and Light Fighters).
+10% BONUS TO SPEED IN STAR SYSTEMS.

EXPLORER
+10% SPEED BONUS IN FTL SPACE
+50% SCAN RANGE

LIGHT MERCHANT, MEDIUM, HEAVY MERCHANT AND CARGO CARRIER:
+10% MINING TURRET SPEED.
+10% DRONE MINING SPEED.

QUICK TUTORIALS:
New mini tutorials that quickly walk players through basic systems. - extended information is still available in the in-game guide and on the Wiki https://stellartactics.fandom.com/wiki/Stellar_Tactics_Wiki. You can disable tutorials in the options menu.

  • When first entering space. Basic ship systems and navigation.
  • First entering space combat. Basic ship combat and combat systems.
  • When entering a star system once your FTL drive is equipped. How to enter FTL space and basic information about travel, faction agents and Star System recommended levels.
  • A tutorial when first entering FTL space. Basic FTL navigation.
  • A tutorial for beacons. Information related to placing and using beacons for fast travel and initializing the Trade-Net.
  • Additional tutorials will be available in future patches for ground exploration, ground combat, hacking, salvaging, crew management, crafting, Trade-Net, boarding, mining and drones.


WANDERING NPC'S:
Mercs for hire now wander around stations.
Mercs have a YELLOW dot on radar - other NPC's that are not merchants or faction agents have a BLUE dot. These NPC's will issue random missions in a future update.


UPDATED - Improved load times.
UPDATED - NPC ships regardless of faction are no longer hostile to the player until Dr. Rhamus and Dr. Jensen leave your crew. Note that incursions will also not be generated until the Dr's leave your crew. You can still attack ships at which point ships will become hostile.
UPDATED - The game radar was overhauled. It now includes a map of the area in the background.
UPDATED - Cursor lock for multiple monitors is enabled again.
UPDATED - Excess weapon ammo will not be generated as loot.
FIXED - After collecting the scanner from Dr. Rhamus, you could return to Crayson's Depot and Dr. Rhamus would still be at this location.
FIXED - Rolling over the Aznari scanner would not display the mission percent complete.
FIXED - An exploit when buying faction equipment and selling to merchants.

LOCALIZATION NOTE: New strings in languages other than English and German will be rough until a new round of localization is completed.

First Chapter, Psionics and more!

The first major story update since the game released is now available. Over the last few years I have been primarily focused on all the core game systems - ground and space combat, salvaging, crafting, trade, special attacks, perks, progression, the ship boarding system and more. It's been great to spend the last few months actually working on the story...finally. This is the first of three major story content updates what will bring the game closer to final release. I hope you all enjoy the new content!

KEY FEATURES
Chapter 1 of the Stellar Tactics story. New missions, new encounters.
To trigger the story content you must:
1) Unlock the FTL drive (if you have not already)
2) Unlock smuggling (if not already unlocked). Speak with Forley Coresh on Achmedius trade station standing near the bar area of the station by the stairs and complete his mission. Everyone should be able to smuggle contraband...right? Doesn't mean you need to do it.
NOTE: You can check to see if smuggling is already unlocked by looking at your log - [L} -> Missions - > Completed tab. If "Speak with Rodger Crayson" is marked as completed, you are all set!

There are several places in the narrative where you will need to wait for a NPC to contact you. Just go about your business for a 1/2 hour or so, and eventually, when entering FTL space, you will receive a communication that moves the story forward. This includes the start of the new content where you will be contacted after a period of time.

You will be heading into deep space and there will be higher level ships in various areas you will travel through. Remember, you can always micro-warp to escape ship combat. So, not a big deal...really. You can complete all story content in the game at any level - even though you may be heading to a dangerous sector, it won't be a problem.

I highly recommend getting the best FTL drive you can afford. Slogging through FTL space with a low tier FTL drive is - well...slow. The piloting perk tree has ship speed perks and tiers that increase your speed.

Just my 2 credits - don't rush the content. Take time to place beacons, take missions if you can and build your crew.

Make sure to place beacons in the systems you will visit. You may need to return and translocating is the fastest way to get back when you need to.


PSIONICS
--Psionics are powered by a special device - the Psionic Amplifier - a reward granted when playing through the story. This device is equipped in the sidearm slot on any one crew member.
--There is only one Psionic Amplifier. There are no upgrades and they do not drop as loot.
--Instead of improved variants dropping, the player is given a lot of control over how the device works.
--The device cannot be sold or destroyed.
--The Psionic Amplifier requires at least 20 BASE INT to equip. That is a PURE 20 INT not modified by equipment bonuses. It does not have a skill type that levels like other weapons. It does not have perks or mod slots. Instead, the device has a rudimentary interface that lets you create and edit psionic amplifications - the Psionic Editor. The higher your INT/PER, the more power you have to overload and to add a secondary effect to amplifications.
--The power of psionic amplifications is governed by INT and partially by PER. Bonus INT and PER above your BASE INT does affect your amplifications.
--INT and PER are the key STATS for psionics. INT has the greatest effect and PER provides a lower bonus. So, respec to INT/PER and loot that +INT/+PER gear.
--The power of your amplifications related to INT/PER is expressed as available MIND. As your stats increase, the amount of available MIND increases. Through the use of the Psionic Editor, you will notice that INT/PER increase the power of amplifications and reduce the possibility of damaging your crew member.
--There is no limiting resource to Psionic amplifications. That is, you can use psionics indefinitely unless you are overloading and then Medkits are a resource you want available.
--Psionics cannot sprint. Instead, their specials for the sidearm slot are locked and used as reference and to access the Psionic Editor.
--For psionics, it's important to understand "Initiative" which is used to calculate turn order. Initiative is calculated primarily from DEX and AGI with a bonus from INT. So, you will likely want to pump some stat points into DEX or AGI depending on whether or not your primary weapon is ranged or melee.


PSIONIC EDITOR:
The editor can be accessed after equipping the amplifier in your sidearm slot. The amplifier needs to be selected as your active weapon. You will find an icon on the toolbar where special attacks are usually located. Your currently equipped amplification is displayed in the first of the two special attack slots. The editor icon is the second icon in the special attack area.
To edit an amplification:
--Open the editor by selecting the "cog" icon on the toolbar.
--Select the amplification you want to edit in the list and select "EDIT AMPLIFICATION".
--You can now select the attack type, effect type and a secondary effect from the lists on the left.
--You can edit the name of the amplification.
--You can edit the description of the amplification.
--You can overload the amplification by sliding the bar to the right. Note that you can actually harm your crew member if the mind cost enters the "HEALTH COST PER CAST" area.
--You can select a icon for the amplification by clicking the icon.
When you are done, select "SAVE AMPLIFICATION"

To create a amplification:
Same process as above. The only difference is that you will select "CREATE AMPLIFICATION" and save a new amplification by clicking "SAVE".

Ordering the amplification bar:
The amplification bar is displayed in and out of combat when the amplifier is equipped and your sidearm is selected. Damage amplifications cannot be used when out of combat.
You can change the order of amplifications in the bar by opening the Psionic Editor and dragging the icons from the list at the top of the editor to the bar at the bottom of the UI.

Amplifications toolbar:
Damage amplifications - Select a amplification from the bar (or use the hotkeys 1 - 8). Note that amplification is loaded into the toolbar below. Like any ranged weapon, just target the enemy and fire. You can queue multiple amplifications and targets using the combat queue (Shift-Click and then space bar to unleash).

Heals and cleanses.
Select a heal or cleanse from the hot bar. Note the icon is flashing. Like medkits, these amplifications require you to click a target or portrait. If you want to disable the amplification, you must select another amplification. Subsequent uses of the amplification can be triggered by clicking or using the hotkey for that amplification. Note that while a heal or cleanse amplification is selected and active, weapon swap, medkits and grenades cannot be used.

Psionic GROUP amplifications can target a single enemy and damage all enemies in that group, even if they are not visible. Heals, buffs and cleanses target your entire crew regardless of visibility.

Psionic PBAoE amplifications deal damage in a area around the targeted enemy. Heals, buffs and cleanses target crew in the area of the targeted crew member.
Overloading a psionic amplification can damage a crew member. In certain circumstances, this may be useful for additional negative or positive effects. I'm leaving it to you to decide.

Psionics can heal, remove status effects and buff stats. Buffs last through the entire area. When you transition between areas, the buff is lost.

For now, there is no indication that a buff is active. I'll be adding this in a future update. You can reference your base stats to see if a bonus is active.

An important note: This is the first pass of Psionics. I'll be making adjustments over time to the system. I will be looking at expanding on the system to add other effects and upgrades through Chapter 2 of the story.


FACTION AGENTS
Faction agents for Houses Conrair, Aralion and Cilivon are now active. You can spend your tokens on legendary ship equipment. Epic ship ship equipment must be crafted. Each faction specializes in various equipment types.

Faction agent vendors for Houses Halamis, Shikaru and Varadyne now also trade high tier weapons, shields and mods for faction tokens. They can occasionally carry high quality level 1 weapons if you are considering swapping your weapon spec. You can always find level 1 weapons on a vendor at Achmedius Trade Station.

RESPEC
You can now reset crew stats. For now, this is free and you can reset your STATS at any time for all crew members. You will find a new button on the character information panel [C] in the upper left corner above the stat allocation area of the UI.

Some Phage and all Coven enemies use psionic attacks.

The Coven are now included in the main game story. They can also be found in various random mission locations and as targets for random missions assigned by faction agents.

SALVAGING WRECKS
Wrecks can now be found in star systems. These can be mined and offer higher quality ore and random ship repair components used to repair equipment on boarded ships. These are discovery locations. Scanning a planet or ship may show a green highlight briefly indicating the location of a wreck.
Salvaging wrecks completely will generate a loot crate.

AZNARI RUINS
Aznari ruins can be found after triggering a certain mission in the main story. These areas have new enemy types.

NEW LOOT
In ground combat, skull enemies may occasionally drop loot chests with high quality gear.

QOL CHANGES

SALVAGE UI QoL
  • Schematics that are being learned through salvaging are now displayed on the salvaging UI with percent complete in the Schematics view on the right of the screen. Completed schematics show no % complete.
  • Selecting an item to salvage now displays items that can be salvaged in the disassembly pane of the salvage UI.
  • When selecting an item to salvage, pressing ESC will cancel that item rather than exiting the salvage UI allowing you to select another item to disassemble.


Right clicking an equip-able item other than mods in your inventory will equip it. Double click still works to equip items.

The stat allocation widget now allocates stats quickly when you click and hold the mouse over the allocation arrows.

Your ships now accelerate immediately when micro-warping.

When looting, if you do not have the room in inventory for all ammo, the loot container will close and a message will be sent to display that you do not have enough room in inventory for the ammo. Just a note that there is a ammo converter in the game that you can purchase from one of the faction vendors. I leave ammo in the containers in case you have an ammo converter and want to convert ammo in inventory to another ammo type to make room.

Sorting:
  • Added sorting for the stash. You can now sort by quality, name, value, type and quantity.
  • Added sorting to vendors. You can sort by quality, type, value and quantity.
  • Added a compact inventory icon to the upper right of the shared inventory area. This organizes in the following order - med kits, grenades, devices, armor, melee weapons, ranged weapons and finally - vendor trash.
  • I will be adding improved sorting to the cargo, cargo storage and other areas in the next update.


Removed the annoying vendor dialog. When you click a vendor, the vendor UI is displayed immediately.

When out of combat, pressing the reload hotkey [R] will reload all weapons for all crew members. Right click to reload all still works.

GENERAL NOTES

Translations for the new content will be rough for a while. I'll post updates over the next month as translations to German, Spanish, Russian and French languages progress.

Updated - When boarding a ship, space combat experience is rewarded when selling the ship to Arkus. You can still get experience by exiting the ship and not selling to Arkus, then blowing up the ship. Or, as usual, by destroying ships in space combat without boarding.
Updated - Difficulty setting modifications to NPC's now kick in at level 1. Previously, difficulty settings for hard and extreme had no effect on NPC's until your crews average level was level 5 or greater.
Updated - Ramped up Extreme difficulty mode.
Updated - Various enemy types have Psionic skills - especially Coven and Phage.
Updated - Dauntless - Removed grenades from "Captain".
Updated - Added cave areas to random missions at the Facility in Achmedius.
Updated - Devices can not be destroyed or sold. They are considered key items.
Updated - Replaced some of the Arach sound effects.
Updated - Grenade damage adjusted -> down.
Updated - Increased 2 hand melee CTH and damage.
Updated - You can now rollover status effects for descriptions (bleeding, defend, poisoned etc.) in the extended targeting UI.
Updated - Increased LOS visual angle for NPC's and PC's so they do not have tunnel vision.
Updated - Performance improvements in space. - LOD, distance clipping, UI performance related to NPC ship labels etc.
Updated - In space, when a target is selected and obstructed by a planet, the target reticle is faded to let you know the target is on the other side of the planet.
Updated - In space, if a ship is obstructed by a planetary object, the label is faded.
Updated - When rolling over repair material icons in the equipment repair UI, the name of the repair material is displayed.
Updated - Reduced chance of a random attack taking place when entering a star system from a station, ground location and FTL space.

Fixed - When a grenade is active, occasionally you would move instead of throw the grenade when you clicked.
Fixed - When gaining piloting skill in space combat, the log was displaying the incorrect string - WEAPONRY. Piloting skill gains were not affected - just the display string in the log.
Fixed - If armor was unequipped in combat, the player was invulnerable to damage. This was related to an error in the equipment wear system.
Fixed - Universe search now responds correctly to enter key - searching the existing list of systems with beacons first and if no result, entire universe database.
Fixed - Arach parts are now considered vendor trash and are sold when selling all junk.
Fixed - After clearing the slice mines for Scarby, the return location is selected when choosing the mission in the objectives tracker in space.
Fixed - The approach button is now displayed after scanning a planet. Previously a scan would hide the approach button until you selected the planet again.
Fixed - Cleaned up various sub faction agents that should not be giving missions at this time. They will return eventually and provide alternate mission types (The Syndicate, The Church etc...).
Fixed - When boarding the Frontier CG-1 several doors on this ship could not be hacked/opened.
Fixed - In some cases, when looting a ship equipment crate on boarded ships - not all equipment was being moved to the cargo hold.

Progress update


Chapter 1 has been a long time coming. A lot of work went into this and I'm finally at a point where everything is in the game and I'm testing and cleaning things up.

The video below is work in progress so expect a few typos and issues. I'm still cleaning up some of the Psionic UI, dialogue and various text used.

[previewyoutube][/previewyoutube]

Lets talk about what you can expect.

First, new story content. The game story previously ended in Achmedius. The story now continues as things start to ramp up in the Universe. Old acquaintances, new friends and a continuation of the Phage and Jhemm story lines - among other things.

Psionics can be unlocked through the main story of The Coven. The Psionic Amplifier is a weapon of sorts that gets equipped in your sidearm slot. Holding the device allows a crew member with appropriate stats (minimum 20 INT) cast amplifications.

Beyond that, you can edit and create your own amplifications in the Psionic Editor. The device has several already loaded. Intelligence and Perception are the primary stats for the amplifier and as you apply points to these stats, you are able to overload the amplifier without damaging yourself. This gives you access to secondary effects like status effects and buffs that can be applied to crew members. Buffs remain on crew members until you transition to a new area. The editor also lets you arrange your effects on the toolbar.

Psionics include:
Single Target, Point Blank Area, Group - Note that the Group type effect will target all enemies, even enemies that are not in line of sight.

Effect:
Heal - Heals damage and can buff all stats (STR, AGI etc.)
Cleanse - Chance to remove negative status effects. Buffs various resistances.
Damage - Kinetic, electro, bleed, explosive, thermal and toxic. Applies various status effects.

You can overload any amplification, just be aware that doing this could harm your crewmember and even knock them out. That said, it may be useful to set up a few "Hail Mary" amplifications for those critical moments.

A few other things you can expect:
Aznari Ruins have been added to the Universe. These locations can be found as part of the main story where you receive a device that lets you pinpoint these ruins on planet surfaces. Eventually these will lead you to Aznari Hubs where the Jhemm are located. One thing that will not make it into this build is Azimuth system. That will come in the Chapter 2 update.

A simple re-spec has been added to the character information screen. I'll eventually add a side mission and a cost to re-specs. For now, I thought it was appropriate to add this so you can tinker with various builds.

Salvaging wrecks has been added. These are somewhat hard to find as you cannot scan for them, so look for them as you travel through Star Systems. If you do find one, you can mine the wreckage for high quality ore, rare earth minerals and bonus ship repair materials (used to repair boarded ships). Most systems will have wreckage floating around.

Many new enemies - specifically in the Aznari Ruins and caves.

The Coven have arrived and will show up in mission areas where Scavvers are found.

Some Phage are Psionic now. Beware...

Of course, there will be a myriad of fixes and updates to various systems in the game including the highly requested Arach screech fix, immediate movement on Micro-Warp and a few other things people have requested.

That's all I have for now. Thanks as always for supporting Stellar Tactics!



Patch notes - 0.599g

A good number of fixes posted today while I continue working on the Chapter 1 content patch.

Here are the notes:
Updated - Reduced the value of crafted ship equipment when selling to vendors. Crafted ship equipment has a lower value than looted space equipment. Overall, selling crafted ship equipment was OP and still is. This will all be adjusted with a major pass at the overall economy. The value of these items is still high and a very good way to earn a lot of money in the game if you want to skill up crafting/salvaging and gather the resources. It's important to note that there are salvage perks you can enable that increase the chance to loot schematics by as much as 10% when you have a high level of salvage skill.
Updated - Increased reward values for boarded ships salvaged/repaired and sold to Arkus. I will be expanding your interactions with Arkus through the game story to allow players to earn a ship rather than paying for one.
Updated - Depleted planetary nodes now have an icon - drone with red "X".
Fixed - A rare case where incursions would stop spawning.
Fixed - Salvaging Helmets in languages other than English would not generate "strap" resources.
Fixed - Switching languages from the main menu in the same session would not correctly populate foreign language strings for crafting and salvaging.
Fixed - The ammo converter device was not working in languages other than English. Thanks for reporting this!
Fixed - When activating the taunt weapon skill and switching weapons, the range circle effect was not disappearing.

Localization:
Updated - Translations for French, Russian, Spanish and German.
Fixed - The stats of crafted items were extending over the numbers numbers in some cases.
Fixed - Adjusted fonts for lists in scanned data UI's (planets and ships)
Fixed - Adjusted font size of "Click to re-roll item's attributes[...]".
Fixed - The names of crafted items were partial untranslated.
Fixed - When crafting mods, e.g. trigger groups, "WEAPON TYPE" was not translated. and "PISTOL/SMG" was untranslated
Fixed - When crafting beam weapons, "BEAM TYPE" and "ELECTRON" was untranslated when first displayed.
Fixed - When crafting turrets, "TURRET MOUNT" and "TURRET TYPE" were not translated. When changing from "LIGHT" to "HEAVY" labels were untranslated.
Fixed - Log when mining was not translated
Fixed - When editing the portrait of a crew member, several UI elements were untranslated.
Fixed - "Objectives" in the objective tracker from the trade net were not translated ("pick up" and "deliver").
Fixed - When a beacon is placed in a boarded ship the button "Initialize beacon" was not translated.
Fixed - "Repairing Shields" was not translated.
Fixed - In the boarding objectives panel, the headline was not translated.
Fixed - "Repair Progress", "Repair", "Salvage" and "Exit Repairs" are now translated.
Fixed - Headline for "item name" in storage on bases was cut off.
Fixed - In the transfer screen for storage on stations/bases, "Quantity" and "Cancel" are now translated.
Fixed - Mouse overs of vendors were not translated.
Fixed - Vendor name label expanded for cases where text exceeds label limit.
Fixed - The right button when dismissing a crew member was not displaying the correct translated text.
Fixed - The cancel button when trading was displaying the incorrect translation string.
Fixed - Perk award popups were not displaying correct translated text.
Fixed - Reduced size of status effects below the portrait so foreign language strings are not cut off.
Fixed - On the salvage screen, "schematic" was not translated.
Fixed - When deleting items from the inventory, the "cancel" button was not translated.
Fixed - Mouse over of data cards was not translated. Going forward - data cards that swap will be correctly translated.
Fixed - "You find a basic XXX schematic" was not translated in the log and splash screen.
Fixed - Flash screen for "objectives completed" was only partly translated.
Fixed - Quality level of equipment in the description popups was not translated.

Patch 0.599

12/20/21 - 0.599
Updated: Localization updated for French, Russian, German and Spanish. A HUGE thank you to everyone working on the translation! This is an ongoing project.

Updated: Mining drones will launch with the most recent drone launch state set using a new button on the drone manager window.

Fixed: Drone retrieve button is now hidden if a drone is not in a state where it can be retrieved.
Fixed: A fix for dedicated hacking, craft, salvage and repair crew members that are removed from the party and/or no longer have active hacking devices equipped. The dedicated crew flag gets reset and the currently selected crew member initiates the hack (if they have a hacking device), repair, crafting etc. Thanks for reporting the issue.
Fixed: Humanoid NPC's were rarely if ever throwing grenades. Skull NPC's have a higher chance of having grenade inventory. The chance of a NPC throwing a grenade is based on the games difficulty level set in the options menu.
Fixed: A rare lockup related to attacks of opportunity.
FIXED: A lockup when selecting a friendly planetary starbase on a planet that is out of range - approaching and selecting the landing icon. Previously, a second selection was required when in range.
FIXED: Ship icons on screen are now cleared when loading a quicksave or autosave to a ground location from space.

Consolidated patch notes/hotfixes:

12/11/21 - 0.596b
HOTFIX - If a dedicated crew member has been removed from the party or no longer has a hacking tool, the dedicated hacker is reset. The first time you hack, the flag is cleared so you will see a blank hacking UI. The second time you hack you can set a new dedicated crew member - someone who has a hacking tool equipped. I'll look for a better solution for this.

12/10/21 - 0.596
Fixed - An issue with character creation when assigning skill points.
Fixed - A number of localization fixes.

12/9/21 - 0.595
Updated - Darkened background of weapon UI in ground exploration. Updated fonts so ammo count, AP Requirement and fire mode stand out better on the background.
Updated - Moved health kit and grenade count from over selected icons to field above grenades and health kits. Added AP cost to rollover info.
Updated - Text in hacking window over progress bar moved where it can be seen.
Updated - A few updates to new icons on main UI so icons stand out better.

Fixed - If you have a dedicated hacker and remove the hacking tool, a message is sent to your log letting you know who your dedicated hacker is and that the hacker does not have a hacking tool equipped. If you are in a situation where you cannot hack, you need to equip the dedicated hacker with a hacking tool
Fixed - Loot UI - 4th loot slot in upper row fixed when clicking to loot.
Fixed - Loot UI now only responds to "SPACE" when looting all instead of any key.
Fixed - Grenade blast radius is displayed correctly when using the keyboard shortcut [O]
Fixed - When out of combat and moving, weapons now swap correctly with the hotkey or weapon swap icon. You cannot swap weapons while moving in combat. You must be stationary.
Fixed - A large number of edits to UI elements that had issues with translated text.

12/4/21 - 0.593b
Fixed - Ship beam weapons now function as intended
Fixed - Russian translation progression when first arriving in Ruins