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Patch 0.173 - 10 more ships updated and a few fixes



Another patch today. I'm updating 10 more ships and posting a few updates and fixes. Patch notes are fairly short as I spent most of my time getting the updated ship models in the game this week.

Sol EX-2
Starfox EX-4
Pike ATK-2
Mace AK-7
Starhawk EXG-3
Shrike ATK-2
Starnova EXG-2
Hammer ATKG-1
Crate MRCH-2
Crate MRCH-4

I have one more set of 10 ships ready to implement and will get those in for the next patch, likely a week or two before that's ready. The next patch will also include the new planetary resource mining system.

Here are the notes for fixes and updates:

UPDATED: Another 10 ships have had their models replaced with final ship models
UPDATED: A higher chance for rare and legendary items from elite ships
UPDATED: Drops from elite ships are more likely to be items you can use on your current ship
UPDATED - Better handling of AI ship traffic between systems - still working on this
FIXED - Turret mount points are now hidden correctly when a ship explodes
FIXED - Ship engine lights now scale correctly with the power to engines
FIXED - A bug related to ships spawning into star systems

Hope you all have a great weekend and as always, thank you for supporting Stellar Tactics!

Patch 0.172 - Improved combat pacing, sell your scan data and star map search

Hi all - another patch is ready for release. Today I'm adding a few things - specifically a first pass at improving the pace of combat, new elite ship crews, the ability to sell all the scan data you've been accumulating and a new search feature for the star map. Here are the notes and I hope you enjoy the changes!

ADDED: You will now find elite crews flying around the universe. They are marked with a skull icon. These ships are a bit more difficult than regular ships, however, they are not so overpowered as to be impossible. I recommend that your ship have balanced energy levels as displayed in the ship ship screen so your turrets and shields are charging at the highest possible levels.
--These ships have a much higher chance of dropping legendary and rare gear - double the normal drop rate for these items.
--They never drop basic gear - exceptional is the lowest quality tier.
--Loot from these ships is usually usable on the ship you are flying.
--Check the ships faction before attacking non-hostile elite ships. You will take a faction hit for destroying them.

ADDED: The starmap search feature is in the game now. When you open the search menu in the log->starmap UI, you can enter the name of any system and press search to center the map on that star system and set it as your target in the upper left target HUD (if you are in FTL space). You will also get a list of any systems that have stored ships, cargo storage and beacons. Selecting a system from that list and pressing search will center the star map on that system. I'll be doing more work on the log->starmap and on the star map itself so you can better identify systems that have active missions, stored ships cargo, and active beacons.
--IMPORTANT - The search database is populated once you leave Achmedius and start traveling across the map. Search data when first entering Achmedius at the start of the game is limited.



ADDED: You can now sell all that scan data you have been collecting. All faction agents now have an additional option available when you speak with them - "Sell scan data". Faction agents are only interested in scan data in a 6x6 sector grid around them. If any scan data is available they will pay you a one time fee for that information. The price paid for scan data is based on the quality of the scan. When you scan planets, the quality of the scan is based on the level of your electronics skill. That quality value has been recorded since the launch of the game in Early Access, so, if you have scanned hundreds of planets you should see a nice reward. As your electronics skill improves, planetary scan quality is increased. You also gain a small faction bonus with the agents faction when you sell scan data based on the amount of data sold.

SPACE:
UPDATED: Balanced ship shield regeneration and charge levels so they are a bit more in line with what I would expect. Still working on this especially with some of the larger cargo ships.

UPDATED: Increased afterburner speed while in combat. As always, this is a tradeoff. Capacitors are depleted at an accelerated rate if you are flying a ship that is not an interceptor or light fighter.

UPDATED: When you loot cargo from destroyed enemy ships, you now get a small power boost to your shields in addition to any loot you tractor to your cargo hold.

UPDATED: If you are mining, you have a decreased chance of being detected in all systems by scavvers and raiders. Eventually this will be moved to a device you can purchase and equip on your ship (Signature Suppressor). These devices will be of varying qualities and suppress your electronics signature. Your turrets must be actively mining for the effect to be active. For now, the effect is set at a moderate level. There is always some degree of risk when mining. I'm still working on this system and will make changes over time based on player feedback.
--HOSTILE SYSTEM WITH STATION - Moderate chance of attack if turrets engaged. Ships mining in these systems will likely attack you after a period of time.
--HOSTILE SYSTEM NO STATIONS - Low chance of attack if turrets engaged
--WARY, NEUTRAL OR FRIENDLY SYSTEM WITH OR WITHOUT STATIONS - Low chance of attack if turrets engaged

UPDATED: The universe should feel a bit more alive. Adjustments made to AI ship destination and task processing. Still more work to do on this and I'll be adding a few interesting things over time.

GROUND:
UPDATED: Movement and combat animation speed. These are not the new animations - just a quick first pass at improving the pace of combat before the new animations go in the game.
--General movement speed increased while out of combat.
--Movement speed significantly increased while in combat
--Combat animation speed increased
--Weapon reload speed increased
--NOTE: A few attack types are still a bit slow - this is related to the SFX assigned to that weapon. I'll be cleaning this up with the new animations. There are also a few SFX like full auto and burst on some weapons that have a small sound bug that needs to be fixed

FIXED: Changing weapon fire modes while using the combat queue works again.
FIXED: Improved performance when scrolling star map
FIXED: When the fine aiming key is pressed ( [E] by default ) you will no longer move when clicking an enemy.
FIXED: Heavy weapon mercs will now be assigned the correct weapon type when spawning in the game environment and when initially assigned to your crew.
FIXED: A rare combat lockup related to opening inventory at the exact moment a team members turn was being switched.
FIXED: A combat lockup related to movement while items are in your combat queue. Movement is no longer allowed if you have queued combat attacks. You will need to clear your queue [BACKSPACE] before moving. A message is sent to the log if you are trying to move when a queue is active. I'll be adding a queue indicator to the screen in a future patch.
FIXED: Display of navigation path information is now disabled if you have attacks in your combat queue.
FIXED: Status effects in top rollover info bar while in ground combat are now updated immediately.

Whats coming next?
Passive ground based mining - You will be able to purchase and launch drones to resource nodes on planets where they will mine until full and then notify you so you can retrieve them and sell the ore.


10 more of the ship replacement models will be going in the game:
Pharris Sol EX-2
Pharris Starfox EX-4
Pharris Pike ATK-2
Pharris Mace AK-7
Pharris Starhawk EXG-3
Pharris Shrike ATK-2
Pharris Starnova EXG-2
Pharris Hammer ATKG-1
Pharris Crate MRCH-2
Pharris Crate MRCH-4

And one last screenshot of more ships being worked on.

Patch 0.171 Updated ship models and cargo storage



Hi all - hope you enjoy the patch. New ship models, cargo storage and a number of bug fixes.

UPDATED SHIPS: 10 of the 40 ships have been updated with final ship models. I'll continue adding the final models as they are completed. If you have any of the following ships, the next time you enter space you will be flying the new-shiny-updated version of the ship. There have been no changes to your equipment - just load and go. Hope you like them...
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 STORAGE: The cargo storage system is included in this patch. It is a pre-requisite for some of the work I need to do next and had to go in now. On most stations in the universe and at the Achmedius trade station, you can now purchase cargo storage space. Once you purchase storage space, it is yours forever - there are no upkeep costs and you will have 200 "slots" to store cargo items on that station.

Cargo storage is accessed via a "terminal" near the entrance of any non-hostile station that offers trade services, merchants and faction agents. You can press "TAB" to highlight the new terminals. Selecting the terminal will give you an option to purchase storage on that station. Once purchased, you can move cargo from your cargo hold to storage and back.



You can place ore, ship equipment (turrets, shields etc.) and in the future commodities and refined ore. You cannot store regular gear in cargo storage (ground weapons, armor etc.). You have a stash for all of that.

Cargo storage differs from ship cargo space. That is, a "slot" can hold unlimited stacked items. For example, lets say you have 200,000 units of raw iron ore. Placing that ore in your cargo storage will only take one of the 200 slots - a slot is just that, an item of any single type takes up a single slot. Every ship component you place in storage takes a slot because each ship component is unique. On a ship, storage is calculated in cubic meters. So, if your ship has 1000 cargo, you will only be able to move 1000 units of iron ore from your stations cargo storage container to your ship assuming your cargo hold on your ship is empty. Cargo storage is only available on any station where you purchase it.

I'll be adding a way for you to track where your storage (and ships) are located in the universe in a future patch. For now, just make a note of where you purchased storage or set it up in Achmedius. You can always jump there from other systems.

So, why cargo storage?
--You may want to store ore or commodities until you can find the best sell price in the Universe.
--You may find a shiny Legendary warp drive for a ship you don't have yet and do not want to clutter up your cargo hold.
--Refining storage (a future feature) - You will be able to refine raw ore and store it in station storage until you can bring your massive cargo ship and haul it to your favorite sell point.

And a few bug fixes:
FIXED: Tab targeting when in space combat would occasionally cause a crash to desktop.
FIXED: A very rare bug that could leave characters in a state where they could not move.
FIXED: Mercs with heavy weapons now apply the correct default heavy weapon settings when recruited so their default weapons function correctly. Any default merc heavy weapons can be removed and then equipped again to reset the weapon so it functions.
FIXED: A bug that could occasionally initiate a combat attack when using the rotate key.
FIXED: When in combat and moving, you can no longer select the rotate function which could have locked up the game in rare cases.
FIXED: You can no longer switch fire modes on your weapon once a combat attack has been started.
FIXED: It was possible after initially hacking a chest or locker to click that chest or locker after a successful hack, displaying the hacking interface. This is no longer possible. There is a now a small delay before you can attempt to hack a chest or locker gain (2 seconds).
FIXED: After hacking a locker, there was a delay before loot was displayed. Loot is now displayed immediately.
FIXED: When the entire stack of items was sold to a vendor (ore), a "phantom" cargo item could be left in the inventory. This could happen multiple times resulting in an incorrect display of the number of cargo items in your cargo hold.

And a glimpse of several of the second set of ship model replacements that will come in a future patch. Next up, some enhancements to the star map in the log to allow for system searches, display of cargo storage locations and ships stored on stations. I'll also be working on the passive drone mining system, a pass at space combat balance and more. I'll keep you all posted as I make progress. Hope you all have a great weekend and thanks for supporting Stellar Tactics!

Progress Update 1/11/19

Hope you all had a wonderful Holiday! I thought I would share a quick progress update. The last few weeks I've spent most of my time getting the first set of 10 new ship models in the game. I'll release these with the next patch.

https://youtu.be/jyjRrjWqXuI

Meanwhile, the second set of ships model replacements are in development and I'll get those in the game when they are ready. A few screenshots below - work in progress.


And finally, I've been working on the cargo transfer feature. When this is finished, you will be able to purchase cargo storage space on trade stations. Once you own cargo storage, you will be able to move items from your ship cargo hold to storage, swap ships and move those items to your currently equipped starship from storage. I know a lot of you have wanted a way to store all that shiny legendary gear and move it to another ship. This is also a requirement for future work on trading and crafting so needs to be done now. As you can see, you will be able to sort both your current ships cargo and the contents of the station cargo storage.

Cargo storage is only for ship equipment, ore and commodities.

When buying new ships, the current cargo transfer feature will still work - so, you will need to make sure the contents of your current ship cargo bay will fit in the new ship you are purchasing.


That's all I have for now. I'll keep you all posted as I make progress. I'm hoping to get the updated ships, cargo transfer and a number of bug fixes out in a patch next Friday. As always, thank you for supporting Stellar Tactics!

Patch 0.170 - Better mission rewards, new device, enhancements and fixes

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.