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Default Stellar Tactics - Patch 0.094

July 30th, 2017, 09:13
Stellar Tactics got a new movement system:

Updated movement system - Patch 0.094

Another update - this time the game movement system has been completely revised. The old system was written a long time ago and I've never been happy with it. I've been tinkering with this new system for a while now and decided to release it.

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The old system had quite a few problems:
  • The team did not move as a squad and this caused problems when entering combat. Specifically you had to burn a lot of AP to get into position
  • Squad facing was not available. You had to use additional AP to rotate them into position after arriving at your destination.
  • In single movement mode you could not select another team member and move them while the last character was moving to a position.
  • Single movement did not allow you to set a destination facing.
The new system:
  • You can now move as a squad and arrive at your destination in formation.
  • Team members no longer lag behind
  • You can set the direction your squad will face when they reach their destination by dragging the mouse while the right mouse button is held down.
  • In combat you can now set a facing when moving team members. When they arrive at their destination, they will rotate to face the selected direction set by the movement cursor.
  • Team members can move independently when out of combat in single movement mode. You can select a destination for a team member and then select another team member and move them simultaneously.
  • Single/Group mode can be toggled using the [SPACE BAR] when out of combat. In combat, the [SPACE BAR] ends the selected team members turn as it always has.
  • Movement speed has been improved
  • You can zoom out a bit further now
I think overall, this is a much better system and gives you flexibility, alleviating wasted AP when entering combat. I have future plans for additional quality of life improvements like box selection and formations.

A few additional bug fixes:
FIXED: A long standing bug where some armor would not display on your team members. Remove the armor and re-equip it to display the correct armor graphic.
FIXED: Phestus could end up in a state where he would not load his inventory when trading with him.
FIXED: Animation transitions into combat and from idle to attack.

I hope you will give the new system a try and post feedback on the forums. Thanks as always for supporting Stellar Tactics!
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July 30th, 2017, 09:14
Thank you for the info, Don!
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July 30th, 2017, 10:45
I was interested in this game for the space exploration, evolution, squad combat but I get the impression than it is mostly the squad combat which is being developed.
Has anyone testes this game?

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July 30th, 2017, 12:13
Originally Posted by Aerth View Post
I was interested in this game for the space exploration, evolution, squad combat but I get the impression than it is mostly the squad combat which is being developed.
Has anyone testes this game?

Its on my wanted list, it seems to have a lot of positive reviews on Steam http://store.steampowered.com/app/46…ellar_Tactics/
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July 30th, 2017, 13:48
The roadmap is like this:

Prologue:
All core ground animation, navigation and interface complete and ready for testing
Ground combat implemented and ready for feedback
Space navigation and interface ready for testing
Mission system
Dialog system
Log system
Hacking
Weapon Mod system
Dynamic and static loot system
Complete prologue narrative and all missions through Achmedius (the first Star System you encounter)
Universe creation system
"Autonomous Universe AI" (AUAI Living Universe) with AI travel and destination
Asteroid Mining
Fully functional Load/Save
Transitions from ground/space/space/ground
Combat perks for all skills to level 60

Following Prologue I'll release the ALPHA version when the following systems are ready for testing. I may roll some of these systems out during Alpha as they become ready:
Unlock of all space sectors (10,000 total)
FTL Travel - FTL map available
Ground Mining drone system
Space Combat - first pass ready for feedback
"Autonomous Universe AI" (AUAI) faction and additional AI states
Commodities Trade system
Shipyards available for purchasing and customizing ships
Additional Devices
*DONE* - Dynamic mission generator
Additional "Azimuth" available upon discovery
Additional narrative and locations for the main story
Bug fixes and tuning
Perks through level 100
*DONE* - NEW - Grenades and Health Kits will be moved to their own action bar slots.
Crafting

When all the above systems are implemented I'll open up the BETA. During BETA I will be tackling the following:
Global tuning pass
"Autonomous Universe AI" (AUAI) testing and tuning
Addition of remaining narrative and locations for the main story
Additional locations for Dynamic missions
Ability to override portraits with custom portraits for your team members.
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Everyone thinks i am crazy, but i am just adjusting to my environment.
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