Stellar Tactics

Stellar Tactics

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Stellar Tactics  [developer] May 2, 2017 @ 3:17pm
2
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Whats next?
NO ETA ON ANY OF THESE

[UPDATED 6/19/23]

I'll be focusing on these systems as I move to finalize the required features for Alpha.

Grouping these together so everyone knows what I'm working on. Some of these will be released before chapter 3:
  • Chapter 3 - Includes "Azimuth" that can be used in space combat, expanded faction warfare system and FTL map events.
  • Crew mission system. Send inactive crew members on missions for EXP, skill gain and rewards. These missions let you develop hired crew members that are otherwise falling behind your main crew.
  • Stat allocation on crew members in ship station slots will affect space skills like PILOTING, WEAPONRY, ELECTRONICS and TARGETING.
  • Devices for your ship that can apply various effects to enemy ships. These will be be augmented by the ELECTRONICS station "security" bonuses and "security" perks. Note that NPC's will also have access to these devices so, you may find your shields powered down, your ship engines malfunctioning, turrets brought offline and the inability to warp away from combat. NOTE: Only one device can be equipped at any one time in the HARDWARE MOUNT POINT of your ship. You will be able to swap devices in real time (or when paused) on cooldown.
  • Patrolling enemies

Beyond that:
  • A few additional devices that can be used in combat.
  • Sneaking and trap system (This will come with story content)
  • Quick itemization tuning pass

These items are done for now.
  • Advanced game settings panel that will allow you to customize your sandbox experience.
  • Changes to the mining system that will add additional detailed resource information and a more intricate mining experience.
  • Pooled experience. Pooled experience will even out general experience gain between dedicated ground crew members so they level at an equivalent pace. General experience will be rewarded at the end of each combat session and the pooled total experience will be divided between each crew member regardless of KO. Skill gain will remain as it is now. I'll add a option to game settings that will allow you to use the original EXP system which requires additional micro-management.
  • Experience gain when completing missions, incursions and exploration locations.
  • Experience gain from space combat for crew members in ship station slots from space combat.
  • Chapter 2 of the main story
  • The introduction of "Azimuth" through the Chapter 2 content
  • Updates to mission types including mining missions, capture and board missions, and a basic expansion of the existing mission system.
  • Patrolling NPC's
  • Changes to character creation that include allowing players to select a career path that sets your initial ship type.
  • Ship class bonuses that provide bonuses to mining/trade, exploration, smuggling and combat.
  • Chapter one of the main story
  • 17 new enemy types for ruins and caves
  • The Coven which includes the addition of Psionics to the game as part of Chapter 1
  • New mission set for the Aznari. These locations can be discovered on various planets/systems in the universe.
  • Ability to assign perks from the crew manager
  • Special weapon attacks
  • Overall tightening up of combat pace
  • Repair system for both space and ground. The space repair system will allow you to assign crew members to ship repairs. You will of course still be able to pay for repairs on stations. This includes the re-implementation of ship equipment, and ground-based weapon and armor wear.
  • Perks for crafting, repair and salvaging. Perks rewarded at earlier levels and more often.
  • The boarding system - disable ships, board them, capture them and sell them.
  • Addition of weapons for pugilism - specifically gloves that take mods and a few adjustments to damage
  • Right click targeting menu for body target selection including a display for status effects and resists. The resist display will key off of your "perception" skill.
  • Introduction of the Kchor and Fabricant mutations to the universe
  • Implement new animations
  • Crafting
  • Smuggling
  • Space trading - will be adding a few additional features for sorting
  • Ground mining drone system
  • Quick ground and space combat tuning pass
  • Faction Agents will buy scan data
  • Cargo transfer on stations
  • Perks to level 100 - (combat, space, first aid, hacking)
  • Add and remove mods from your equipment at any time.
  • Open universe, FTL, tons of new content (in the upcoming patch)
  • Assigned to animator - A second pass at a number of the combat animations that are long overdue. DONE: Need to be implemented in the game. Will come sometime in the near future
  • Assigned to animator - Addition of a couple of new combat animations (specifically for pike/spear animations and special attacks) DONE: Need to be implemented in the game. Will come sometime in the near future
  • Crew management system - the ability to add and dismiss crew members and perform other tasks. The current system is very basic and I had always planned to expand on it. Before opening the FTL gates, this needs to be improved on and refined.
  • Food and drink - Currently team members auto-regenerate after combat. That will change when the food system goes in. I may tie this into the difficulty system or even make it an option that you can turn on or off. I realize some people do not like that level of micro-management. NOTE: Moving this out to Alpha - this sub-system really isn't required to get everyone out into the universe. Not gone, just being moved to a later stage of development.
  • Adjustments to combat awareness in space - Gutter icons, directional indicators and video tutorials for space navigation and combat. NOTE: I'm taking a pass on gutter icons for now. Put them in the game and did a few tests, but they clutter up the screen too much. I'm may look into this again during Alpha or Beta.
  • A radar-based mapping system for ground exploration.
  • Revision of the current combat blocking system to provide better visibility and balance enemies vs player characters when moving in combat.
  • A few new features for ground combat - Attacks of opportunity and defensive posture. I'll look at guard during alpha - need to move forward with work to open FTL gates.
  • AI adjustments and fixes to enemy AI in combat
Last edited by Stellar Tactics; Nov 22, 2023 @ 1:23pm
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Showing 1-15 of 247 comments
mikeydredd May 2, 2017 @ 3:31pm 
Cant wait, great stuff
Przemba May 2, 2017 @ 4:48pm 
Good luck with update :) Cant wait for space combat :)
Solaius May 2, 2017 @ 9:57pm 
So excited! You're doing great work Don and it's much appreciated.
BuffHamster May 3, 2017 @ 4:28pm 
Wow, you sure got a lot on your plate there, ... I am just having trouble keeping up with all the Mega Corporations making this stuff, ... Halamis, Conrair, Civilon, ... now who makes the spacecraft stuff? Plus the different Houses vying for power, ...

Yeah, we're going to need a Wiki pretty soon.
Redgoupil May 3, 2017 @ 6:18pm 
Hello, NIIIICEEEE !!!
Thanantos May 4, 2017 @ 11:02am 
Yesssss!! Can't wait!!!
Hakenden May 10, 2017 @ 2:20am 
Sounds realy good
Arch May 13, 2017 @ 7:47am 
Looks nice.
Gemme a sale or just some more content and I'm buying. On the wishlist, but I try not to buy something that's so early in development it might be abandoned unfinished
Roy May 15, 2017 @ 9:47pm 
Looks great, any plans on a Linux version?
Stellar Tactics  [developer] May 16, 2017 @ 4:48am 
Linux will come after full release which is quite a ways off. I've heard that the game runs well under Wine on Linux for now, though not officially supported. There are instructions in this post:

https://steamcommunity.com/app/465490/discussions/0/343787920133375111/
Last edited by Stellar Tactics; May 16, 2017 @ 4:48am
ghOst.Aussi May 17, 2017 @ 2:46pm 
Looking forward to it!
UK_John May 20, 2017 @ 9:02am 
Just a simple thank you for adding thing that i want on a daily basis it seems!
Stellar Tactics  [developer] May 20, 2017 @ 9:03am 
You are welcome UK_John - patches will likely slow down after this coming week as I focus on new content.
Droffy Jun 5, 2017 @ 10:32pm 
Nice work So far. Played hrough teh game missions and like the way the game plays. Nice work
Cres Jun 6, 2017 @ 12:02am 
Your solo dev right? u get more done then most AAA games do :)
Last edited by Cres; Jun 6, 2017 @ 12:02am
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