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Hi all. This is a consolidated update of all bugs fixed since the engine upgrade patch. Lots of fixes, additions and tweaks. Thanks for supporting Stellar Tactics! If you find any issues while playing the game, please post them in the Bug forums. I check them daily. ADDED: Loading progress bar added. ADDED: Menu's are now accessible via a micro-menu in the lower left of the game screen. A help icon has been added. I wanted to get this done for reasons of accessibility for players that may have disabilities. You should now be able to play the entire ground game with only mouse clicks. Please let me know if I missed anything. NOTE: I'll be working on space keys and menu items soon. For now, the Micro-Warp ( R ) and Afterburner ( Spacebar ) are not mapped to the in-game UI. ADDED: VSync is now on by default - this may help with some rare physics issues. ADDED: When exiting the game, the screen fades to black and a message that the game is exiting is displayed. You can run other applications/games while Stellar Tactics in this state. ADDED: Per player requests in the forums - mouse edge panning has been added. REMOVED: When starting a new game, the help screen is no longer immediately displayed. The help "reminder" message is still displayed at the start of each new play session. A new icon is available on the micro-menu in the lower left corner (question mark) for key reference and general game-play information. CHANGED: 64Bit and 32Bit version of the game are installed based on the users system. It is no longer necessary to select the 64Bit version of the game by launching the game from inside Steam. CHANGED: Combatants within a certain range of team members (any team member) are now visible. The rationale is that you would hear them if they were that close. This does not work if in a smoke grenade field. CHANGED: On the ship UI, "Energy" has been changed to "Capacitor" in preparation for work on space combat. Note: I'll be adding a ship micro-menu icon to the UI in the future. I'll also be adding the CTRL key during space travel which will display gravity wells and other useful info. CHANGED: Space "Initiate combat", "Raise shields" and "Mining laser" have been combined into a single bar that includes ship hard points in preparation for work on space combat. FIXED: If your lead team member initiated combat and rolled initiative to become the first combatant, that team member could be left in a state where they could not attack. FIXED: If a med-pack was equipped and selected as the active weapon, selecting team members using the character portrait UI in the main combat UI and inside the Inventory and Character Info screens would not work. FIXED: Screen edge scrolling requires mouse at very edge of screen now. FIXED: Incorrect level scaling in the case of Dr. Jensen and Dr. Rhamus in the Aznari Ruins. FIXED: Further fixes to blocked enemies and rare cases where they could be blocked and not pass their turn to the next combatant. Additional debug data added. FIXED: New game universe generation/save is fast once again. FIXED: Micro-menu is no longer visible during the initial cinematic. FIXED: Auto-save when exiting dauntless now functions correctly, letting you load the game state prior to entering the escape pod - just in case you want to change something... FIXED: Options settings persist between play sessions and are now separated from save games. FIXED: Ambient sound volume now functions as expected. FIXED: When leaving The Dauntless, the escape pod mission is now marked as complete. FIXED: A bug that would display inventory objects occasionally when rolling over ship components and the mining laser. FIXED - When exiting the crio-pods, the console was not highlighting on rollover or when holding CTRL - could be confusing new players. FIXED: Hit percentages stay fixed when hovering over body parts and returning. Switching enemies will reset the CTH values on the cursor, calculating new values the next time you hover over an enemy. Holding the ALT key while hovering allows fine aiming as always. FIXED: When selling items from the backpack to a vendor, inventory space field is now updated. FIXED: Missing engineering skill description is now visible. Most of these are going to go through a tuning pass in the future. FIXED - Characters will engage in combat correctly the next time if KO'd in previous combat engagement FIXED - Team members who are not KO'd will not be able to move until their KO'd team members stand up again. FIXED - Dead enemies in pit on Halamis Ore will now stay dead. They will no longer die every time you load a save game in this area after they've been defeated. FIXED - Combat on stairs adjusted to fix a rare lockup FIXED - Characters are much less likely to get stuck in a walking animation loop when stopping them on stairs FIXED - A few typos in dialog with Rhamus. FIXED - Cannot get stuck in hand rail in trade station. FIXED - A fix that should address the issue of being soft locked when combat ends occasionally. This should also resolve the issue of having characters immobilized until selecting another team member. FIXED: Fix so input is not registered when leaving combat. May fix rare lockup. FIXED: Additional support for a small number of systems that are having problems launching the game. FIXED: Fix for broken armor durability display FIXED: Major fix for initiative and turn order. Enemies and player team members will no longer receive consecutive turns FIXED: Fixed a bug that was occasionally locking up team members at the end of their turn, not allowing them to pass turn order. This was a blocker in cases where it showed up requiring a save game reload! ( Thanks rebelwolf75! ) UPDATED: Mouse edge panning and keyboard camera scrolling speeds adjusted UPDATED: More stability fixes related to new engine update. UPDATED: Looting crates, packs etc is now much faster.
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