Stellar Tactics

Stellar Tactics

Stellar Tactics  [developer] Feb 2, 2018 @ 2:51pm
HOTFIX and progress update - 2/2/18
I'm patching a few last fixes before I fully branch off to work on combat changes. I wanted to get these out before I dive into the next set of changes.

FIXED: 1 hand blunt weapons will apply Venom and other perk effects
FIXED: Nano's now equip to melee weapons
FIXED: Haft mods now equip to melee weapons

I spent most of this week fixing a few last bugs I felt needed to be resolved (above), looking into a few other issues and revising the way movement and blocking work in the game. These changes are on a separate code branch that I've been working on for a few weeks now. The next few weeks will be focused on:
--Combat movement
--Blocking and making sure enemies do not encroach into areas that should be blocked
--Handling fleeing enemies so they cannot just run through areas that should be blocked
--The addition of several new end-turn options:
  • Wait - You will be able to pass your turn if you have not expended any AP - this will place you just after the next team member in the combat order. This is useful for cases where you may need to move another team member out of the way.
  • Defend - Will have an AP cost (likely 2 AP) and you will gain immunity to the next attack - or possibly absorb a large portion of that damage. I'll need to see how this works when playtesting.
  • Guard - Again, something I'll be prototyping and playtesting - it is possible this wont make it if it is OP.

Following that, attacks of opportunity will go in.

From there I'll move on to a few more enhancements and the combat power system. I'll likely roll out the changes above before moving on to powers so I can gather some feedback on the changes.

Hope you all have a great weekend!
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Showing 1-10 of 10 comments
rebelwolf75 Feb 2, 2018 @ 3:03pm 
Sounds good.

You have a good weekend to.
glen.w.kelly Feb 2, 2018 @ 3:27pm 
Defend - Will have an AP cost (likely 2 AP) and you will gain immunity to the next attack - or possibly absorb a large portion of that damage. I'll need to see how this works when playtesting.


Not so sure about decreasing damage, how about just making the character harder to hit.
nobrien Feb 2, 2018 @ 11:24pm 
Originally posted by glen.w.kelly:
Defend - Will have an AP cost (likely 2 AP) and you will gain immunity to the next attack - or possibly absorb a large portion of that damage. I'll need to see how this works when playtesting.


Not so sure about decreasing damage, how about just making the character harder to hit.

ATM with just the basic mechanics of combat in if playing on normal or higher you can get incapped in one round if enemy focuses on 1 char esp the UA no weapon type who get 3-5 atks with crits and status effects like cripple ruiening your day,

when the enemys and players get the rest of the mechanics-skills-systems in things will change alot and tweaking refineing ect will take place quite regularly.
behzei Feb 3, 2018 @ 3:45am 
Originally posted by Stellar Tactics:
  • Guard - Again, something I'll be prototyping and playtesting - it is possible this wont make it if it is OP.

Maybe stand and shoot every enemy that walks into your line of fire (if you have enough AP left)


have a nice weekend
Lex Feb 3, 2018 @ 1:23pm 
Originally posted by Stellar Tactics:
--The addition of several new end-turn options:
  • Wait - You will be able to pass your turn if you have not expended any AP - this will place you just after the next team member in the combat order. This is useful for cases where you may need to move another team member out of the way.
  • Defend - Will have an AP cost (likely 2 AP) and you will gain immunity to the next attack - or possibly absorb a large portion of that damage. I'll need to see how this works when playtesting.
  • Guard - Again, something I'll be prototyping and playtesting - it is possible this wont make it if it is OP.

o.o THIS SOUND GREAT! Combat mechanics become ever more efficient and solid. I'm really curious to experiment in detail the ground combat innovations. Well job and good weekend to you too!
nidonv Feb 7, 2018 @ 3:47pm 
Well I like the of the Wait, Defend and Guard. However with those I don't think you would need to add attacks of oppurtunity. Unless I am envision guard wrong, that would be your attack of oppurtunity...

The only thing that I would ask is that you get prompts for your attacks of oppurtunity... I know this breaks immersion... but the one thing I have hated with a lot of games that have reactive fire is... there is no common sense. Instead of say just the closest person shooting all the characters you put on "overwatch" turn and shoot at the same target. So you either waste a lot of ammo, from not letting them get close enough or the first shot killing the target and the next 3 characters automatically waste their ammo.

I would rather be prompted when I have an attack of oppurtunity, so I can either let the target get closer or choose who shoots at the target and who doesn't with better odds.

If not prompts perhaps make something on the character sheet where you can set how many tiles away before you take a reaction shot... So I could set my sniper to 6 to 10 squares, my rifleman to 4 to 7 squares and my submachine gunners 2 to 5 squares. This wouldn't break immersion, would save on wasting ammo, and would make more sense in reactive firing.

Just an idea... I love the game so I will live with however it works out, heh. Just happens to be a pet peeve of a lot of games that use reactionary firing.
mr-lockie Feb 8, 2018 @ 4:11am 
Love it ! Keep up the good work .
Stellar Tactics  [developer] Feb 8, 2018 @ 6:20am 
Attacks of opportunity are a system where you or enemies move out of close proximity of another combatant. When that happens a penalty is applied and a free single attack is granted against the moving combatant by the nearest enemy combatant. I'm actually going to be coding this over the next week. Attacks of opportunity will be a power that you equip via a device and only applies to characters with melee weapons equipped. Enemies will have a chance to have the same device equipped and most higher tiered melee enemies (one dot and above) will have this equipped.

Ranged weapon powers will balance this - I'll post more about this in the coming weeks.

Guard is something that may not make it. I'll need to do some heavy testing on this. IMHO, it is overpowered and lets you setup free attacks, just pressing wait until an enemy enters your field of view. It negates the use of AP for movement and lets you gather an AP bonus as well as a free shot.
nobrien Feb 8, 2018 @ 8:42am 
so a guy shooting his rifle and having a 1H melee equiped in the other slot would also get that AoO if he got a device ?
Stellar Tactics  [developer] Feb 8, 2018 @ 8:53am 
Only if his melee weapon was currently active. I'll need to see how this plays when I get it in.
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Date Posted: Feb 2, 2018 @ 2:51pm
Posts: 10