Stellar Tactics

Stellar Tactics

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Stellar Tactics  [developer] Sep 23, 2016 @ 9:27am
Patch Notes
If you have any problems running the game, check out the troubleshooting guide.
https://steamcommunity.com/app/465490/discussions/4/3827541651929507123/

3/28/25 - 0.732
NEW - You can now toggle between fullscreen and windowed mode in the video options menu.

NOTE: If you use desktop scaling it could cause problems with the screen resolution after changing from windowed to full screen (right-click desktop->"Display settings"->"Scale and layout" above 100%). You have two options:
  • Re-launch the game after switching from windowed to full screen (or changing the in-game resolution).
  • Permanent fix - right-click the game EXE "StellarTactics.exe", selecting "Properties"->selecting "Compatibility"->"Change high DPI settings" and checking the "HighDPI scaling override" checkbox. The default state for the game is full screen.

UPDATED - After defeating the Brood Mother in the Aznari Ruins after the Dauntless, the door is automatically opened.

UPDATED - Default SMGs are now generated with single and burst fire. Mods can expand this to single, burst and full auto.

UPDATED - Removing a trigger group will now restore the original weapon fire modes. This is NOT RETROACTIVE. Any OLD weapons that were not generated with this newly saved data will default back to single fire mode and a message will be displayed in the log. Re-equip a trigger group to set your fire modes on old weapons. Backup fire mode data is now generated for new crew weapons when creating a new game, loot dropped going forward, crafted weapons going forward, new NPC recruit weapons and special characters that join your crew (Rhamus/Jensen) going forward.

UPDATED - Some changes to game startup sequence and asset pre-load.

UPDATED - Dauntless areas now generate the in-game map with all areas exposed. Fog of war still active.

UPDATED - Some ground missions now add indicators to the mini-map for objects that you need to interact with.

FIXED - The Dauntless hacking tool mission from Rodger Crayson would not place the hacking tool in inventory occasionally when looting the cabinet. Looting the cabinet no longer places the hacking tool in inventory - instead, it moves the mission forward. You must speak with Crayson after looting the cabinet and he will place the hacking tool in your inventory.

FIXED - Multi-stage procedural missions generated by station NPCs could lockup the game if inventory was full when receiving the final reward.

FIXED - Multi-stage procedural missions abandoned by the station NPC before completion could rarely lock up the game when generating rewards.

FIXED - Trade contracts were occasionally generated for bad target stations. That is, a trade contract could send you to pick up or deliver a contract at a station that did not exist. If you have an existing contract that has a bad destination, just delete the contract. Going forward, bad stations are scrubbed from save data when a save game is loaded so this "should" not be an issue in the future. If you see this again, please let me know.

2/25/25 - Hotfix
FIXED - In the "Raider Laboratory" mission area, one of the mission area exits was broken.
FIXED - Various pathing errors in the same mission area.

2/19/25 - 0.731
ADDED - Added enemy variants in the Ruins after the Dauntless. It's not just Arachs now.
UPDATED - Added exit indicators on the radar and map in the Ruins after the Dauntless. This should make it easier for players to identify the exits.
UPDATED - Border colors for quality are only displayed when color icons are selected in the video options panel. If you are using the new simplified icons, quality is displayed in the icon itself.
FIXED - The display on the radar and map were broken in the Ruins after the Dauntless. This was related to a bad material z-order that was clipping the map geometry.
FIXED - Z-order clipping of several objects in Ruins after Dauntless.

2/17/25 - 0.730
UPDATED - On some laptops/PCs where the system GPU does not support the required graphics features (mostly Intel GPUs), the game now displays a message at the main menu explaining that an alternate renderer needs to be used. Selecting "EXIT" configures this alternate renderer and exits the game. The next time the game is launched the new settings are used which should support systems that were crashing when using grenades, certain weapon skills and when entering space. Dynamic shadows, rendered curves and SSAO are not supported by this renderer. However, the game still looks pretty good and runs well.

To be clear, this change will not impact most players using gaming PC's.

Save games are not affected by this change. For best results, use a NVidia or AMD GPU which will provide full support for all graphics functions available in the game.
  • The Steam overlay is disabled in this mode.
  • Dynamic shadows are disabled in this mode.
  • Ambient occlusion is disabled in this mode.
  • Rendered vertex curves are disabled in this mode.
  • I'm not sure what the impact will be on the Steam Deck. Officially I do not support the Deck at this time. I plan to do further testing as I get closer to final release.

UPDATED - Increased the ground equipment schematic drop rate.
UPDATED - Adjusted weapon damage based on quality tier. This is a global weapon modifier and should apply to new and existing weapons in your inventory.
UPDATED - Scenes should be a bit brighter now - extended the dynamic lighting attached to the camera when you scroll around the level.
UPDATED - Minor changes to UI SFX that annoy me.
UPDATED - Restored equipment border color indicators in inventory.

Fixed - Starting equipment for SMG - fire modes set to BURST and FULL AUTO - single fire removed. This may require equipping and unequipping the weapon.
Fixed - If using simplified icons - rollover info now displays the correct icons for slotted weapon mods.
Fixed - If using simplified icons - when trading stacked items to vendors or station storage now displays correct icons.
Fixed - In cargo storage, when sorting by ore, both refined and unrefined ore are displayed.
Fixed - A bug that require the player to press the approach icon before being able to dock or land on planets introduced in the last patch.
Fixed - A number of errors and missing strings in the French translation.
Fixed - A few missing string entries for localization.
Fixed - Enemy HP display on rollover info window would occasionally be out of sync.

1/31/25 - 0.728
I'm posting a few bug fixes and updates today. Here are the notes:

UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to re-center the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so they present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks

FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jump point and circling it etc.

12/27/24 - 0.727
Fixed - When using player generated custom portraits, the paper doll area of the inventory was not displayed correctly.
Fixed - Corrected portraits of Kchor and Fabricants in the recruit display.

12/21/24 - 0.726c

Hair models were not being correctly applied to character models based on new portrait selections. I'll be doing a bit more testing on this - however, this should solve the majority of the issues - like offset hair, incorrect hair color etc.

12/20/24 - 0.726b
Selecting some of the new Kchor and Fabricant portraits could lead to a lockup when re-entering the character information and inventory screens.

Shields now display correct colored quality border in loot window.

Fixed a potential crash bug.

Crew models selected to match character portraits should be better aligned. Let me know if you see any errors. Updated models only update on transition so they are not visible immediately when selecting a portrait.

12/19/24 - 0.726

Hi all. I decided to branch away from the chapter 3 content so I could post an update that includes a few things I think you might like for the holidays.

First, this build does not include chapter 3. I am still working on that and it is moving along (finally) at a reasonable pace. Instead, I am releasing a smaller update with the following main features:

Updated icons – The new icons are simplified and designed so you can easily visualize object types (weapons, armor etc.) and their quality levels at a glance. These icons are now the default icons for the game. You can revert to the original icons in the options menu in the video panel by selecting “Vivid Icons”. You can do this in-game and open the inventory and then exit to instantiate the changes. I’m still looking into icons for the various perks.

New crew portraits - By default, updated portraits will be assigned to your crew. If you preferred the old portraits, they are still available by entering the inventory or character info screens, selecting the crew member you want to adjust and then clicking the portrait. The portrait/voice UI will be displayed. Scroll past the new portraits, and you will see that the old portraits are available for selection. Note that you can also open the crew manager, select a crew member, select “REVIEW CREW MEMBER” and adjust the portraits. When starting a new game, the old portraits are not available – though they can be assigned once you are in the game.

Custom portraits – You can now add custom portraits to the game. Detailed instructions are provided in the new “PLAYER_PORTRAITS” folder in the install directory. Here are the basic steps.

Make sure you exit the game.
Navigate to the game install folder and open the “PLAYER_PORTRAITS” folder.
Open the “instructions.txt” file in notepad or other text editor.
You can have a total of 20 portraits for Human Male, Human Female, Fabricant (male/female) and Khor.
The portraits must be 512x512 Pixels and be perfectly square.
Portraits must be saved in JPG format with the “*.jpg” extension.
These portraits must use the naming convention called out in the “instructions.txt” file or they will not be displayed in the game.
The old portraits are stored in the "PLAYER_PORTRAITS" folder now and you can use them as a template/example.

Once you have added your portraits/illustrations, launch the game and load any save (or create a new game). Open the inventory, select the crew member you want to adjust and select the portrait in the upper left of the screen. The portrait/voice UI will be displayed. Scroll through the portraits and if everything was done according to the instructions, you should be able to select your custom portrait.

Custom portraits must be assigned once you are in the game. Right now, they are not visible during character creation.

Updated NPC portraits - I've updated all main story NPC portraits.

I hope you all have a wonderful Holiday and best wishes to you and your families. Thank you for supporting Stellar Tactics!

2/9/24 - 0.725c
HOTFIX - A very rare bug where the ship screen and cargo transfer screens would not display correctly.

1/22/24 - 0.725b
FIXED: FTL fast travel would overwrite star system entry point data placing the player ship in an incorrect star system position on entry.
FIXED: Targeting enemy ships when using the new simple mining system option would result in losing the ability to attack enemy ships on occasion.

1/16/24 - 0.725
UPDATED: Pre-loading FTL space resources at game load for faster load/stream times to FTL space.
FIXED: Turret rollovers would stay visible if set visible before transitioning to a ground location.
FIXED: "Alien relics" and "Ancient texts" contraband trade orders could not be delivered to the destination trade order location.
FIXED: Adjusted entry position away from the center of star systems when fast traveling on the FTL map.

1/9/24 - 0.724
ADDED: A new option ( "SIMPLE MINING" )is available in the gameplay options menu if you prefer the original mining system.
UPDATED: You can now press "ESC" to exit the ore refinery.
UPDATED: Added a label to the ore refinery that explains that once you start the ore refinery, you can exit the screen and refining will continue in the background. Ore refining can take place anywhere, even when exploring ground locations - as long as you have ore to refine.
UPDATED: Camera cursor edge scrolling is disabled by default. You can set the option in the options menu. If you had already set the option on or have an existing game, edge scrolling should still be enabled.
FIXED: A bug related to autosaves overwriting options settings.
FIXED: An incorrect options save parameter for the new dark space option.
FIXED: In rare cases, faction agents were not accepting completed missions.
FIXED: Faction agents could offer multiple missions in rare cases if players very quickly clicked and asked for a new mission while the originally accepted mission was still processing acceptance. This would break the agent.
FIXED: Selecting a completed faction agent mission in the objectives list would, on occasion, not select the target location when returning to the faction agent when in the return star system.
FIXED: Reduced volume of NPC ship FTL jump sound effects.
FIXED: Mission prompts and incursion requests should no longer interrupt various tutorials.
FIXED: If a med-kit is enabled when entering inventory or other menu's - the med-kit is disabled and the default cursor is restored.
FIXED: Ship speed in FTL space was being reduced/interrupted when setting a new course or selecting a new target.
FIXED: When approaching a ship in FTL space, your ships speed is reduced to match the targeted ship when you are close to the targeted ship.
FIXED: Enemy ships in FTL space cannot be attacked using the attack ship key bind.
FIXED: Many small consistency issues with UI elements.

12/21/23 - 0.723 - hotfix
Nothing exciting - just a maintenance patch to clean up some log messaging.

12/20/23 - 0.723
UPDATED: The game now pre-caches content when first loading the game. This results in transitions from ground to space loading much faster than before. Your mileage may vary.
UPDATED: Improvements in loading speed between ground mission areas.
UPDATED: Using the character info, inventory, log, and ship UI now pauses the game while in space.
UPDATED: Asteroid fields indicated by [AF] in the star system object list on the star map and in space are now named "Asteroid Field [AF]". [AF] wasn't good enough.
ADDED: The video options screen now has an option for "Dark Space". This will set a single space material taken from public domain imagery of the Milky Way galaxy. I'm adding this for those of you who would prefer a more realistic space background. When enabling this option, you will need to exit and launch the game again for the option to take effect.
FIXED - Raider base story location - lighting and transition from last level to previous level location.
FIXED - Crew members would occasionally spawn above floor level in some areas.
FIXED - Map zoom in/out now matches the environment zoom mouse wheel settings. In - mouse wheel forward. Out - mouse wheel back.
FIXED - Disabling autosaves from the options menu was not functioning as expected.
FIXED - In a few instances, NPC's turned hostile could end up invisible. For example, Lazlo Eklund.
FIXED - Crew members equipped with armor, weapons, devices, and shields cannot be dismissed. You must remove all gear from a crew member before dismissing them in the crew manager. This resolves a problem where the crew could be dismissed, destroying story-critical devices like the Aznari Scanner and Psionic Amplifier.
FIXED - Missing planetary description info when targeting Coven base during story content mission.
FIXED - Ship pitch control would invert when flying in certain directions while using the keyboard controls. Tuned keyboard controls so they are more responsive.
FIXED - A bug that would fail to display planetary mining node scan data.

11/14/23 - 0.722b
Fixed: Cargo volume on the "Ship" screen was not displayed correctly when various sorting filters were applied.

Fixed: Ship equipment on the "Ship" screen did not display the correct quality indicators in the cargo list.

Fixed: If you had very high skill in mining, and perks selected (+Mining speed), it was possible that you could depleted an asteroid before fully heating the asteroid. I adjusted the minimum bracket scaling to compensate for this.

11/3/23 - 0.722
Fixed - Ship repair components should not be rewarded from asteroids - really - I really hope so this time :)

Fixed - When mining, the asteroid "heat" bar would flash and disappear when mining.

A bit of tuning on the new mining system:

--The "Lower" indicator of the "sweet spot" when mining is decreased further with mining skill. At higher levels of mining skill, it was possible that an asteroid could be depleted before it even warmed enough to enter the "ideal heated" state.

--Increased the amount of ore generated overall when mining. The new system feels a bit slower because asteroids are being depleted at a slower rate - however, the amount of ore mined is greater than before over the same amount of time. Increasing the amount of heat (changed above) and increasing the amount of ore generated should bring things back to where they were before - if not better.

--Increased the amount of heat generated during a pulse.

--I should mention, some asteroids are "clunkers". This is by design. You can usually tell when you crank the energy on a turret to max and after a few pulses, it has not heated significantly. It's best to stop mining that asteroid and move on...

11/1/23 - 0.721
Fixed - Cargo inventory was not being displayed correctly. This was a display only issue and did not affect the items in your cargo. Let me know if you see any further issues related to ship cargo not being displayed.
Fixed - If an asteroid was clicked rather than actually targeted by first selecting a turret, the asteroid would incorrectly think it was already targeted and could not be mined.
Fixed - In some cases, stopping mining could leave an asteroid in a state where it could not be targeted by other mining turrets.
Fixed - Asteroids were rewarding ship repair components - ooops!

10/31/23 - 0.720
Added: When on the FTL map, you can now fast travel to star systems within a certain range. If fast travel is available for the selected star system, a new icon is displayed to the right of the "APPROACH/ENTER SYSTEM" icon under the selected star system panel in the upper left of the screen. This allows players to move quickly through FTL space to story mission locations and other star systems. Whether or not you use it is up to you. Azimuth does not recharge in FTL space when fast traveling. Piloting experience is not granted when fast traveling. (See piloting EXP below)
Added: Date and time added to load/save interface. This is not a retroactive fix. Saves that have no date/time data associated will display the date as "---".
Added: You can now sort alphabetically, by value and quantity on the ship cargo screen [K] by selecting the column headings.
Added: If you unintentionally stray into a star system that is above your average crew level, a message is displayed to the screen and your log letting you know you will be annihilated forthwith.

Updated: Repairing equipment now requires a single click and will automatically complete the repair process for the selected item if enough materials are available for the repair.
Updated: Jump point models.
Updated: NPC ship navigation updated for better collision avoidance with planets and other objects. They will now prioritize avoidance with planets adjusting course as necessary.
Updated: NPC ships are less likely to ram you in space combat.
Updated: Piloting EXP is no longer earned by entering or leaving FTL space. Instead it is calculated by distance traveled over time both in star systems and on the FTL map. Piloting EXP rewarded from space combat has not changed.
Updated: Increased overall ship repair components when mining ship wreckage.
Updated: Asteroid mining now uses "heat" to determine yield of asteroids. Keeping the asteroids heat levels within acceptable tolerances increases the yield of asteroids. If the asteroid is cool (below the bottom bracket) less ore is generated. If the asteroid is too hot (above the upper bracket), the yield is lowered and the asteroid is destroyed faster.
Updated: Only one turret can be targeted to an asteroid now with the changes to the heat system. You can mine multiple asteroids at the same type by selecting the turret and targeting asteroids. If an asteroid is already being mined by a turret, a message is displayed to the screen that the asteroid cannot be mined by more than one mining turret.
--If you are too aggressive with heating, asteroids can get in a state where they are very hard to cool. You may need to stop mining the asteroid and let it cool down.
Updated: Reduced overall ore yield when mining ship wreckage. Note that you can target all mining turrets to wreckage.
Updated: Changed beam color to blue when mining ship wreckage.
Updated: When awarded ship repair components, the number of components rewarded is now displayed in the log.
Updated: If your ship is not moving, you will take additional damage in space combat. Some ships may be able to tank this additional damage if they have excellent shields and armor equipped.
Updated: Reduced general EXP gain from space combat applied to crew in ship station slots.

Fixed: The in-game guide is now accessible in the middle of space combat and will pause the game. This also applies if space combat is currently paused with the [P} key.
Fixed: Collisions with objects in FTL space and in star systems now return control to player much faster.
Fixed: When loading a save game in a star system, NPC ships could spawn in the center of the sun.
Fixed: In some cases, mining beams were not displayed when mining ship wrecks.
Fixed: In some rare cases, it was possible to spawn in the wrong universe position when first launching your ship from the planets surface.
Fixed: If stun immunity through Azimuth was active, and NPC's used stun grenades, crew members were partially stunned leading to various UI elements not working as intended.
Fixed: Initial ground exploration camera rotation values could be set to zero, locking the camera from rotating in new playthroughs. This required players manually set the camera rotation value in the gameplay options menu.
Fixed: Incorrect display of pooled experience toggle in options menu selection box.
Fixed: Crew member in ship repair slot was not receiving general experience from space combat.
Fixed: Crew member combat state was not completely cleared after combat in rare cases resulting in various errors. Most visible was that crew member was stuck in combat idle stance with no weapon in hands.

6/29/23 - 0.716 - HOTFIX
FIXED - DLC ship was not initializing in player ship storage.

6/26/23 - 0.716
UPDATED: You can now center on crew during an enemies turn using the "Q" key. "Q" is the default for the follow camera and will always center on the selected crew member.
UPDATED: Refactored saved options xml attributes for consistency and to avoid duplicate attribute names in legacy saves.
FIXED: A number of bugs related to capital ship debris persistence.
FIXED: A rare edge case where Zabin Morbain at the research station would not enter dialog.
FIXED: Spamming the end turn key very quickly could result in crew members or enemies skipping turns. A second click on the space bar will no longer end your turn. You must select an option by clicking or pressing keys 1-3 or ESC to clear the end turn state.
FIXED: Ending turns quickly with the psionic amplifier equipped could result in the end turn options displayed behind the the amplifier skills bar.
FIXED: A lockup if dialog in space was initiated with a NPC and the crew manager or help screen were visible.
FIXED: The display of available Azimuth effects and totals of these effects were incorrectly displayed on rollover of various UI elements if crew size was reduced below 4 active crew members. The effects themselves were always applied correctly.
FIXED: When shared experience was enabled, crew members were gaining experience when crew size was smaller than 4 crew members.
FIXED: It was possible to use right click or double click to equip weapons in combat from shared inventory, avoiding the 4AP weapon swap penalty.
FIXED: Trying to equip a weapon that you did not have the skill to equip would still cost 4AP.

6/15/23 - 0.715
UPDATED: Pooled experience. Pooled experience will even out general experience gain between dedicated ground crew members so they level at an equivalent pace.
--General experience is now rewarded at the end of each combat session and the pooled total experience will be divided equally between each crew member regardless of KO.
--Leveling will progress a bit faster with pooled experience.
--Crew members who are behind will slowly catch up to the rest of the team.
--Skill gain will remain as it is now.
--Pooled experience is enabled by DEFAULT.
--You can switch to the original method of gaining ground combat experience by turning off "POOL COMBAT EXP BETWEEN CREW" option in the options->gameplay menu if you prefer to micro-manage EXP.

UPDATED: Crew members in ship station slots will now recieve a small amount of general level experience along with the usual skill experience when a ship is destroyed.
UPDATED: Any mission that gives a reward (loot) will now also reward a small amount of general level experience when completed/turned in.
UPDATED: A few changes to the option settings being saved and loaded. I've also added debug info to help track options not being saved correctly on some systems. If you do have any problems with settings, please send your log from that game session to support@stellartactics.com. You can find the log in the game install folder->"Log" folder.
UPDATED: Enemies no longer fade when they die, and remain until you leave the area.
FIXED: A bug related to the combat queue when initializing the combat queue with an attack requiring more ammo than the weapon has loaded.
FIXED: Crew member Azimuth AP bonuses were not being applied when reloading the area from a save where the Azimuth effect was triggered.
FIXED: When ending a turn quickly, it was possible that the UI would end in a state where the end turn hotkeys would not respond and you had to manually click a end turn option.

6/2/23 - 0.714
UPDATED: Raised level cap from 60 to 80
UPDATED: Adjustments to initiative to level out how INT affects turn order.
FIXED: Shields and mods once again display item quality borders in the shared inventory.
FIXED: Various pressed key inputs will not activate ship functions while in inventory, log, ship and character info screens.
FIXED: Azimuth screen can no longer be opened while hacking.
FIXED: Ship component wear was not being copied from and to ship storage correctly. Note, in some cases the game may reset a ships equipment wear values when tranferred to/from storage if needed to 100% the first time this is done.
FIXED: Possible fix for rare state where a player character could be unable to move after transitioning to a new ground location.
FIXED: A bug related to universe data load on 32bit systems.
FIXED: A fix for a case where speaking with Rhamus and then Rodger Crayson during the main campaign could block progression.
FIXED: A few translation errors.

5/25/23 - 0.713
UPDATED - Increased the number of bonus equipment repair components received from salvaging.
UPDATED - Some work done on shotgun AOE related to enemy position above or below player position. I'm still looking at this closely.
FIXED - Grenades not damaging or applying effects to enemies. This bug applied to all grenade types - frag, stun, etc.
FIXED - Missiles not damaging or applying effects to enemies.
FIXED - Missiles could get caught on world geometry and explode prematurely when you had clear LOS to the enemy target.
FIXED - Aznari shards had no rollover info and were not displayed in the stash.
FIXED - Aznari shards are now visible in inventory after using the sort option and are sortable in stash.
FIXED - Aznari shards that were sold to vendors did not show in vendor inventory immediately after selling the shard.

5/22/23 - 0.712
FIXED - The game would lock up when boarding incursion ships.
FIXED - Phestus was not delivering boarding mission rewards when when you sold a ship to Arkus.
FIXED - The game would lock up if you opened the crew manager [J] and then opened the inventory, log, character info or ship UI.

HOTFIX 5/21/23 - 0.710
NPC's were issuing new procedural missions at the Achmedius Trade station. While that was not intended (and is now fixed) and generally would not break anything - a procedural mission from Forley Coresh would break the dialog needed to progress with the chapter 1 story.

If you took a procedural mission from Forley Coresh and he now responds with a "." in the dialog window, just save your game next to him, reload that save and all should proceed as normal.

If you have taken procedural missions from NPC's on Achmedius Trade Port, I recommend opening the log, selecting these missions (missions with a persons name followed by a x/x where x is a number, and then abandon the missions. Missions will not be issued by NPC's on that particular trade station any more.

5/19/23 - 0.710
CHAPTER 2 - Pick up where you left off after completing chapter 1 with a message when entering space. Note that there are some very tough battles in this chapter so, grenades, Azimuth (when you get it) and Psionics will really help.

AZIMUTH - The final ground combat system to be implemented. Azimuth is a reward received during the chapter 2 story. It provides you with a variety of powerful effects that can be mixed and matched to both benefit your crew during combat and to debuff enemies. Effects last through an entire combat area so they are best used either at the start of an area or when you have tough enemies to defeat. Azimuth uses energy gathered over time through combat, space travel and by charging Azimuth with Aznari Shards. Chapter 3 (the final chapter) will introduce Azimuth which can be used in space combat.

MISSION NPCs - Mission NPC's can now be found on stations. When pressing the highlight key (TAB by default), mission NPC's are highlighted in BLUE. These missions offer cash rewards, loot, faction tokens and general faction. All of these missions have several stages/locations that need to be visited with different objectives and pay out rewards based on the number of stages required to complete the mission for the NPC. This is the first pass at NPC missions. I expect that I will be expanding on and refining the NPC mission system over time.

TRADE AND SMUGGLING MISSIONS - Trade and smuggling missions will be offered occasionally when entering a star system that has orbiting stations. These missions are only offered if a star system does not have an ACCEPTED buy or sell order registered in your Trade Net. Expand your trade network using beacons to take advantage of these missions.
These missions always pay out bonuses that are above market value so it is always worthwhile taking the missions when offered.
There is no timer so you can have as many as 20 of these missions available at any time. 20 is the maximum number of active trades allowed via the Trade-Net.
Note that you can fulfil ore and refined ore missions by mining and refining ore yourself. Or, you can just buy the goods on the Trade Net. Of course, mining and refining ore will offer the most profit from these contracts.
The volume required by these missions - that is the number of items needed to fulfil a contract, is based on your current cargo capacity. Ships with more cargo will be offered larger batches of commodities to trade.
Trade contracts scale based on the amount of credits you have available when the contract is offered.
There are special contracts that reward a very high return. These are offered by NPCs you have met through the games story content.
Trade contracts can be canceled in the Trade-Net with no penalty.


BOARDING MISSIONS - Phestus will offer simple boarding missions - so he can retire, you know. He will start giving you missions once you have a FTL Drive after you complete his story mission in Achmedius.
Only one boarding mission is offered at a time.
To receive the reward, board any ship of the type that Phestus needs parts for. When selling the ship to Arkus, Arkus will route the parts to Phestus and Phestus will reward you.
These missions cannot be abandoned. To get another mission, you should complete the current mission provided by Phestus.
These missions are basically a bonus to the payout you receive and give players specific ships to target.
Pick your targets carefully. Boarding ships will reduce your standing with the owners main faction.


A NEW MISSION TYPE related to the chapter 2 story line. This is a ongoing permanent mission in your log. You will know what it is when you you get it.

ACCESS STATION CARGO FROM SPACE: You can now approach any non-hostile station and access the stations cargo terminal without boarding. This makes it a lot easier to store ore you are mining and deliver trade goods between stations. To display the cargo icon, click the station itself in space when you are close enough to board. A new icon will be displayed allowing you access to the cargo interface.

ADDED NOTES ON THE STAR MAP: You can now add notes to star systems on the star map. Selecting any star system will display a notes area above the lower-center detail console. Star systems that have notes will display a green box around the star system.

YOU CAN NOW VIEW SHIP REPAIR COMPONENTS: Harvested ship repair components used for boarding can now be viewed on the ship menu [K] by selecting the new button under the ore refinery. Note that ship repair components used to repair boarded ships can be harvested from other ships, or, ideally by salvaging wreckage in Star Systems. Salvaging wreckages is the best way to gather these materials.

GENERAL PATCH NOTES:
UPDATED - Additional checks are now in place to avoid bad enemy target clicks that lead to movement instead of attacks. In addition, when rolling over an enemy in combat, the enemy will pause animation so you can get a very "clean" target selection. Previously, some enemies animations could lead to bad information at the moment a player would click, leading to an unintended move. Hopefully this reduces or eliminates these annoyances. Let me know what you think on the forums. Is this better, worse?
UPDATED - Fog of war data on the ground area map [M] now persists between areas and saves.
UPDATED - Phestus will now give you a mission to meet with Forley Coresh in Achmedius after you purchase the FTL drive from him when exiting his station. This fixes the missing quest link that would lead players to the start of Chapter 1. Regardless of when you got your FTL drive, the next time you enter a star system, the new mission will be triggered if you have not already spoken with Forley Coresh.
UPDATED - Added directional indicators to the mini-map/radar for N,S,E and W. The "camera" FOV indicator now has a arrow tick mark for identifying the direction your camera is facing.
UPDATED - Reduced INT bonuses to initiative for player and NPC's. This still needs work as INT is generating too much initiative.
UPDATED - When pressing the highlight key bind, NPC's that can be recruited are now highlighted in green. NPC's that have procedural missions are highlighted in blue. Faction agents are highlighted in blue.
UPDATED - Ship loot containers now display distance to the players ship.
UPDATED - Moved star system player spawn point and jump points away from planetary orbits to avoid possibly intersecting with a planets on spawn.
UPDATED - No random attacks when entering Achmedius - this is to smooth out the starting experience in the game. This also applies to attacks related to carrying contraband.
UPDATED - Added more responses when selecting NPCs.
FIXED - Removed shields from creature type enemies.
FIXED - A number of typos in the English language files.
FIXED - Multiple clicks on exits and during loading could lead to a level lockup or misaligned camera.
FIXED - Corrected feedback text to log when delivering trade contracts.
FIXED - Several localization errors.
FIXED - Various areas - map and mini-map did not correctly display the map background.
FIXED - A non-critical bug related to experience when selling ships to Arkus.
FIXED - Visual error with Psionic bleed projectiles.
FIXED - Mission objectives UI under radar/map for boarded areas and new areas that use the UI is now correctly displayed when entering or re-entering these areas.

11/3/22 - 0.628
FIXED - 2 hand pierce weapons now generate the correct salvage items.
FIXED - A glitch that could break the mission at Craysons Depot when speaking with Dr. Rhamus.
FIXED - A bug related to ship repair on new starter ships. Ship equipment wear states set to 100% if not properly initialized.

10/31/22 - 0.627
FIXED: A random crash during enemies combat turn.

10/29/22 - 0.626
FIXED - Phestus' FTL drive could not be equipped on the starting Explorer or Merchant vessels.

10/28/22 - 0.625
Lots of changes today and a few bug fixes. Meanwhile, I am working on the Chapter 2 content which should be released late December or January. Notes below.

GAME ENGINE UPDATED:
Much smoother gameplay even with saves that have hundreds of hours played. In general, the updated core engine will provide better visual fidelity and smoother camera movement

Camera smoothing updated.

The game engine now requests the highest power GPU for laptops and systems that have both Intel and NVidia/ATI GPU's. In the past, this was a problem. In many cases the default settings on Laptops were trying to render the game on the Intel GPU which was much slower and in some cases did not fully support the shaders required to render game effects, causing crashes on these systems. The work around was to manually force high power rendering through the control panels.
NOTE: The new engine only supports 64bit OS. For 32bit OS, the game will fall back to the older renderer/engine.

RADAR MINI-MAP:
The radar now includes a mini-map of the area.

CHARACTER CREATION UPDATED:
When starting a new game, you are now presented with three options that set both a starting ship and career bonuses. When exiting the Aznari ruins, your career choice will set the ship type you find waiting for you on the planets surface. Career bonuses can be found below:

BOUNTY HUNTER - INTERCEPTOR: PHARRIS MACE AK-7
EXPLORER - Pharris Starhawk EXG-3
MERCHANT - Tarsus MRCH-2

NOTES:
The Tarsus MRCH-2 has had it's turrets adjusted. When a Tarsus MRCH-2 is reviewed at a ship vendor, when purchased, or as the starter ship, the turret configuration will be 4 light turret and 2 light missile hard points. The missile turrets have been downgraded to light mount points from heavy hardpoints. If you have already purchased a Tarsus MRCH-2, the heavy mountpoints will remain as they were before the patch until you swap them for another turret. This was done to balance the starting ships and bring the ship in line with the cost/value.

The Pharris Starhawk EXG-3 has had its default cargo increased from 850 to 1170 cargo so drone ore cargo can be retrieved. Though really, if you want to retrieve ore instead of auto-sell, you are better off with more cargo space.

CAREER BONUSES:
When loading an existing save, you will be given the option to select a CAREER BONUS. These are the same bonuses applied by selecting your starting career in character creation - less the choice of your starting ship. These bonuses are permanent:

BOUNTY HUNTER
GUNNERY: +5% DAMAGE BONUS SPACE COMBAT (ACTIVE SHIP)
MORALE: +5% DAMAGE BONUS GROUND COMBAT (ALL CREW MEMBERS)

EXPLORER
SCAN MASTERY: FACTION AGENTS PAY DOUBLE FOR YOUR SCAN DATA.
KEEN EYE: YOU TEND TO FIND BETTER EQUIPMENT WHEN LOOTING CHESTS AND LOCKERS

MERCHANT
NEGOTIATOR: +10% PROFIT WHEN DELIVERING TRADE ORDERS FOUND ON THE TRADE-NET.
CHARISMATIC: VENDORS CHARGE 10% LESS FOR EVERYTHING – EVEN SHIPS

SHIP CLASS BONUSES:
All ships now have ship class bonuses:
INTERCEPTOR, LIGHT FIGHTER, MEDIUM FIGHTER, HEAVY FIGHTER:
AFTERBURNERS DO NOT DEPLETE CAPACITOR (This was always the case with Interceptors and Light Fighters).
+10% BONUS TO SPEED IN STAR SYSTEMS.

EXPLORER
+10% SPEED BONUS IN FTL SPACE
+50% SCAN RANGE

LIGHT MERCHANT, MEDIUM, HEAVY MERCHANT AND CARGO CARRIER:
+10% MINING TURRET SPEED.
+10% DRONE MINING SPEED.

QUICK TUTORIALS:
New mini tutorials that quickly walk players through basic systems. - extended information is still available in the in-game guide and on the Wiki https://stellartactics.fandom.com/wiki/Stellar_Tactics_Wiki. You can disable tutorials in the options menu.

  • When first entering space. Basic ship systems and navigation.
  • First entering space combat. Basic ship combat and combat systems.
  • When entering a star system once your FTL drive is equipped. How to enter FTL space and basic information about travel, faction agents and Star System recommended levels.
  • A tutorial when first entering FTL space. Basic FTL navigation.
  • A tutorial for beacons. Information related to placing and using beacons for fast travel and initializing the Trade-Net.
  • Additional tutorials will be available in future patches for ground exploration, ground combat, hacking, salvaging, crew management, crafting, Trade-Net, boarding, mining and drones.

WANDERING NPC'S:
Mercs for hire now wander around stations.
Mercs have a YELLOW dot on radar - other NPC's that are not merchants or faction agents have a BLUE dot. These NPC's will issue random missions in a future update.


UPDATED - Improved load times.
UPDATED - NPC ships regardless of faction are no longer hostile to the player until Dr. Rhamus and Dr. Jensen leave your crew. Note that incursions will also not be generated until the Dr's leave your crew. You can still attack ships at which point ships will become hostile.
UPDATED - The game radar was overhauled. It now includes a map of the area in the background.
UPDATED - Cursor lock for multiple monitors is enabled again.
UPDATED - Excess weapon ammo will not be generated as loot.
FIXED - After collecting the scanner from Dr. Rhamus, you could return to Crayson's Depot and Dr. Rhamus would still be at this location.
FIXED - Rolling over the Aznari scanner would not display the mission percent complete.
FIXED - An exploit when buying faction equipment and selling to merchants.

LOCALIZATION NOTE: New strings in languages other than English and German will be rough until a new round of localization is completed.

9/4/22 - 0.621
FIXED - When crafting, in certain cases, AP was left over and could not be applied to a crafted item that still had progress left to complete.
FIXED: A number of items were displaying an incorrect string in the crafting window (DEFEND instead of Crafted).
FIXED - Fixed a bug that was keeping the Psionic Amplifier from displaying the bar and correct icons for the selected amplification and editor on crew members other than the primary crew member.

8/29/22 - 0.620
FIXED - At least I hope this is a final fix. Rollover info labels could be scaled beyond the rollover info container making it impossible to see all the data.
FIXED - If you translocated via jump point between systems with beacons, and the initial star system had an Aznari ruin, Aznari ruins would show up in any system with a beacon until you traveled via FTL space. Translocating via Jump Points now correctly resets the Aznari state.
FIXED - It was possible to see Aznari ruins in systems with beacons after translocating between systems using a Jump Point - even though you had not completed the Scanner mission.
FIXED - If the last enemy dies from a grenade, ending combat - the crew member who threw the grenade was locked and could not move until manually entering and exiting combat.

8/27/22 - 0.619
FIXED - Aznari Scanner was not being activated when in scanner range on the FTL map.

8/26/22 - 0.618 - HOTFIX
FIXED - Alignment of crafted item info in crafting UI.

8/26/22 - 0.618
UPDATED - Forley Coresh on Achmedius trade station will always send you to meet Rodger Crayson regardless of dialog options selected.
UPDATED - Ship directional shield settings are no longer reset when an enemy ship is destroyed.
UPDATED - Hacking tools can be deleted from the backpack. Other devices cannot be deleted.
FIXED - Adjusted font size of ship description info at ship vendors.
FIXED - A bug related to bleed resists that could make PC's invulnerable to damage.
FIXED - The rollover info display was being scaled incorrectly in some cases.
FIXED - Various typos.

8/22/22 - 0.617
UPDATED - Increased the availability of grenades and the number of grenades looted and sold by vendors.
UPDATED - The cursor lock option for multiple monitors is now disabled in the options menu until a fix for cursor lock can be implemented.
UPDATED - Various UI elements now allow for scrolling. Scrollbars forced on.
UPDATED: When crafting, you can press [ENTER] to start crafting an item and process the crafted item.
FIXED - Aznari Ruin landing locations are no longer visible from FTL space when viewing planetary surfaces. You must enter the star system indicated by the Aznari Scanner and target/scan the first planet in a star system.
FIXED - The Psionic cast bar is now hidden when crafting.
FIXED - A bug with faction agents (not primary factions) disappearing when saving and then reloading when in the same area.

8/13/22 - 0.616 - HOTFIX
FIXED - Enemies who died from bleed or toxic damage over time were locking up the game. Thanks for reporting this!

8/12/22 - 0.615
UPDATED - Reduced NPC psionic damage a little.
UPDATED - Reduced NPC psionic initiative a bit.
FIXED - New Psionic damage amplifications created in the editor and placed in slots 6-8 were incorrectly being marked as heal or cleanse for purposes of targeting enemies.
FIXED (better this time I hope) - Spamming Defend and spacebar to end a turn could give a crew member the defend state even if they did not have enough AP.

8/11/22 - 0.614
UPDATED - Increased speed of Psionic animations.
UPDATED - Additional data added to psionic editor amplification list at top of editor screen.
FIXED - It was possible to cast a cleanse amplification and the casting crew member would receive bonuses to stats if a secondary effect was selected in the psionic editor.
FIXED - It is no longer possible to very quickly select a heal or cleanse amplification while entering combat and cast them on an enemy.
FIXED - It is no longer possible to one shot an enemy target before combat starts by self initiating combat and then subsequently pick off enemies one at a time. Any enemy killed will immediately initiate combat with all other NPC's in it's group. The dead NPC will be removed from the turn order at their next turn.
FIXED - It is no longer possible to spam end turn hot keys to cheese initiative or gain the defend state when ending a turn.
FIXED - Effect values displayed for damage type psionic amplifications on rollover were not displaying changes applied by buffing stats using heals with +PER and +INT.
FIXED - When selling ore to vendors - description text was being added to the displayed list name in the vendor inventory.
FIXED - Psionic buffs for STR, END etc. update the HP values on the main world explore UI.
FIXED - Vendor window storage space field font scaled down to accommodate ships with large cargo values.
FIXED - When entering Craysons Depot to meet Dr. Rhamus - the loading screen displays the correct landing location.
FIXED - Craysons Depot is now correctly targeted in the "Objectives" list on the right of the screen in space when selecting the "Speak with Rodger Crayson" mission.
FIXED - A number of translation issues with the psionic editor.

8/7/22 - 0.612
FIXED - Fixed a bug with experience when using Psionics in combat.
FIXED - When damaging yourself using overloaded Psionics out of combat (Cleanse, Heal), you will be warned that you do not have enough HP to cast the amplification and the amplification will be canceled. In combat, you will not be warned and you can self KO, so keep an eye on your health.
FIXED - The last selected crew member is now correctly selected again between area loads and save loads. There is an occasional/rare bug that I'm looking into related to this.

8/5/22 - 0.611
FIXED - A bug that could cause the loss of devices when dragging devices to alternate device slots.
FIXED - The missile launcher special attack "Fusion" was not applying bleed.

8/3/22 - 0.610
UPDATED - Increased the speed of the ore refinery significantly.
UPDATED - Increased drop rate for rifles.
FIXED - When refining, the cargo display in the lower center of the UI in space is updated on a regular basis.
FIXED - In the dialog window, you can now scroll the text by clicking and dragging the text area if text is too long to fit the available space.
FIXED - Scanned planetary bases that are not part of the story content at the Coven home world system and Coven mission star systems have been removed to avoid confusion and fix an error.

8/1/22 - 0.609
UPDATED - The initial mission for the new content triggers immediately when entering FTL space assuming you have a FTL drive and have been given access to smuggling by Rodger Crayson.
FIXED - Removing shields could leave crew in a state where they would take no damage in combat.

7/30/22 - 0.608
UPDATED: Boss encounters (Captain and Rhamus) on the Dauntless have been tuned down.
FIXED: Factions other than the six main houses should not have faction vendors now. They do have faction agents that offer missions, however, these agents do not award tokens.
FIXED: When at a story system location like Armrasas or various other story locations, enemies on boarded ships or discovery location like a planetary base are now scaled to crew level.

7/28/22 - 0.607
UPDATED - Added a quick load key - F9. Obviously you need to have a quick save for this to work :)
UPDATED - When rolling over a star system that is part of the main story line, your main characters current level is displayed indicating you are the appropriate level for this location. Note that this does not apply to Aznari ruin systems which will use the traditional sector level scaling.
UPDATED - Story location system NPC ships are now scaled to your current ship combat skill level. Note that this does not apply to Aznari ruin systems which will use the traditional sector level scaling.
UPDATED - The distance to a selected star system when approaching, even if on the other side of the universe, is now updated regularly while in FTL space. This is a bit janky right now and I'll keep tweaking it.
FIXED - Faction ship vendors now actually charge you tokens when you purchase faction ship equipment.
FIXED - Wrecked ships now have a fixed scale.
FIXED - Selecting a planetary location after scanning a planet would clear the approach icon.
FIXED - When completely mining out a ship wreck, you should always get a loot crate(s).

7/27/22 - 0.606
FIXED - You can now toggle through all turrets when comparing rollover info while hovering over a turret in cargo by pressing "N" while in space.
FIXED - Achmedius has returned to the Trade-Net.
FIXED - If your inventory was full, it was possible that items given to you by an NPC would not be placed in your backpack.
FIXED - Updated tip displayed on the loading screen - "SHIFT RIGHT CLICK" to unload ammunition from weapons in inventory.
FIXED - Doors locked by keycard trigger events were not correctly blocking door entry via navigation mesh. You could clip through the doors and get stuck. Note that if you do ever get stuck, you can press and hold F1-F4 where each corresponds to a crew member (1-4) for 10 seconds and release to respawn that crew member at the area entry.

7/26/22 - 0.605
Fixed: A number of typos.
Fixed: In rare cases a turret could have a very high condition value that exceeded the 155% cap.
Fixed: Faction vendors with ship equipment had a list offset that would cause the purchase of faction ship equipment one item down in the list.
Fixed: 1 hand and 2 hand items in the stash "TYPE" column were being displayed as pugilist weapons.
Fixed: Occasionally ship wreckage would not show up after re-entering a star system. This is self correcting so you may need to enter and exit a station or travel to FTL space and back if you still notice that a wreck is not showing up. Wrecks do not respawn. Once you mine a wreck in a system is should be gone forever.

7/24/22 - 0.604
Updated - You can now swap weapons and armor in combat until a I implement a new solution - likely an AP cost for doing this.

Fixed - You can now unload a weapons ammo by holding SHIFT and right clicking a weapon in inventory.

From inventory:
Right click - Equip weapon
Double click - Equip weapon
Shift right click - Unload weapon

[HOTFIX] Respec was taking stats to zero for all stats instead of BASE 5. If you have already used the respec option, just respec again to gain the addition 5 STAT points.

7/22/22 - 0.603
KEY FEATURES
Chapter 1 of the Stellar Tactics story. New missions, new encounters.
To trigger the story content you must:
1) Unlock the FTL drive
2) Unlock smuggling. Speak with Forley Coresh on Achmedius trade station standing near the bar area of the station by the stairs and complete his mission. Everyone should be able to smuggle contraband...right? Doesn't mean you need to do it.

There are several places in the narrative where you will need to wait for a NPC to contact you. Just go about your business for a 1/2 hour or so, and eventually, when entering FTL space, you will receive a communication that moves the story forward. This includes the start of the new content where you will be contacted after a period of time.

You will be heading into deep space and there will be higher level ships in various areas you will travel through. Remember, you can always micro-warp to escape ship combat. So, not a big deal...really.

I highly recommend getting the best FTL drive you can afford. Slogging through FTL space with a low tier FTL drive is - well...slow. The piloting perk tree has ship speed perks and tiers that increase your speed.

Just my 2 credits - don't rush the content. Take time to place beacons, take missions if you can and build your crew.

Make sure to place beacons in the systems you will visit. You may need to return and translocating is the fastest way to get back when you need to.


PSIONICS
--Psionics are powered by a special device - the Psionic Amplifier - a reward granted when playing through the story. This device is equipped in the sidearm slot on any one crew member.
--There is only one Psionic Amplifier. There are no upgrades and they do not drop as loot.
--Instead of improved variants dropping, the player is given a lot of control over how the device works.
--The device cannot be sold or destroyed.
--The Psionic Amplifier requires at least 20 BASE INT to equip. That is a PURE 20 INT not modified by equipment bonuses. It does not have a skill type that levels like other weapons. It does not have perks or mod slots. Instead, the device has a rudimentary interface that lets you create and edit psionic amplifications - the Psionic Editor. The higher your INT/PER, the more power you have to overload and to add a secondary effect to amplifications.
--The power of psionic amplifications is governed by INT and partially by PER. Bonus INT and PER above your BASE INT does affect your amplifications.
--INT and PER are the key STATS for psionics. INT has the greatest effect and PER provides a lower bonus. So, respec to INT/PER and loot that +INT/+PER gear.
--The power of your amplifications related to INT/PER is expressed as available MIND. As your stats increase, the amount of available MIND increases. Through the use of the Psionic Editor, you will notice that INT/PER increase the power of amplifications and reduce the possibility of damaging your crew member.
--There is no limiting resource to Psionic amplifications. That is, you can use psionics indefinitely unless you are overloading and then Medkits are a resource you want available.
--Psionics cannot sprint. Instead, their specials for the sidearm slot are locked and used as reference and to access the Psionic Editor.
--For psionics, it's important to understand "Initiative" which is used to calculate turn order. Initiative is calculated primarily from DEX and AGI with a bonus from INT. So, you will likely want to pump some stat points into DEX or AGI depending on whether or not your primary weapon is ranged or melee.


PSIONIC EDITOR:
The editor can be accessed after equipping the amplifier in your sidearm slot. The amplifier needs to be selected as your active weapon. You will find an icon on the toolbar where special attacks are usually located. Your currently equipped amplification is displayed in the first of the two special attack slots. The editor icon is the second icon in the special attack area.
To edit an amplification:
--Open the editor by selecting the "cog" icon on the toolbar.
--Select the amplification you want to edit in the list and select "EDIT AMPLIFICATION".
--You can now select the attack type, effect type and a secondary effect from the lists on the left.
--You can edit the name of the amplification.
--You can edit the description of the amplification.
--You can overload the amplification by sliding the bar to the right. Note that you can actually harm your crew member if the mind cost enters the "HEALTH COST PER CAST" area.
--You can select a icon for the amplification by clicking the icon.
When you are done, select "SAVE AMPLIFICATION"

To create a amplification:
Same process as above. The only difference is that you will select "CREATE AMPLIFICATION" and save a new amplification by clicking "SAVE".

Ordering the amplification bar:
The amplification bar is displayed in and out of combat when the amplifier is equipped and your sidearm is selected. Damage amplifications cannot be used when out of combat.
You can change the order of amplifications in the bar by opening the Psionic Editor and dragging the icons from the list at the top of the editor to the bar at the bottom of the UI.

Amplifications toolbar:
Damage amplifications - Select a amplification from the bar (or use the hotkeys 1 - 8). Note that amplification is loaded into the toolbar below. Like any ranged weapon, just target the enemy and fire. You can queue multiple amplifications and targets using the combat queue (Shift-Click and then space bar to unleash).

Heals and cleanses.
Select a heal or cleanse from the hot bar. Note the icon is flashing. Like medkits, these amplifications require you to click a target or portrait. If you want to disable the amplification, you must select another amplification. Subsequent uses of the amplification can be triggered by clicking or using the hotkey for that amplification. Note that while a heal or cleanse amplification is selected and active, weapon swap, medkits and grenades cannot be used.

Psionic GROUP amplifications can target a single enemy and damage all enemies in that group, even if they are not visible. Heals, buffs and cleanses target your entire crew regardless of visibility.

Psionic PBAoE amplifications deal damage in a area around the targeted enemy. Heals, buffs and cleanses target crew in the area of the targeted crew member.
Overloading a psionic amplification can damage a crew member. In certain circumstances, this may be useful for additional negative or positive effects. I'm leaving it to you to decide.

Psionics can heal, remove status effects and buff stats. Buffs last through the entire area. When you transition between areas, the buff is lost.

For now, there is no indication that a buff is active. I'll be adding this in a future update. You can reference your base stats to see if a bonus is active.

An important note: This is the first pass of Psionics. I'll be making adjustments over time to the system. I will be looking at expanding on the system to add other effects and upgrades through Chapter 2 of the story.


FACTION AGENTS
Faction agents for Houses Conrair, Aralion and Cilivon are now active. You can spend your tokens on legendary ship equipment. Epic ship ship equipment must be crafted. Each faction specializes in various equipment types.

Faction agent vendors for Houses Halamis, Shikaru and Varadyne now also trade high tier weapons, shields and mods for faction tokens. They can occasionally carry high quality level 1 weapons if you are considering swapping your weapon spec. You can always find level 1 weapons on a vendor at Achmedius Trade Station.

RESPEC
You can now reset crew stats. For now, this is free and you can reset your STATS at any time for all crew members. You will find a new button on the character information panel [C] in the upper left corner above the stat allocation area of the UI.

Some Phage and all Coven enemies use psionic attacks.

The Coven are now included in the main game story. They can also be found in various random mission locations and as targets for random missions assigned by faction agents.

SALVAGING WRECKS
Wrecks can now be found in star systems. These can be mined and offer higher quality ore and random ship repair components used to repair equipment on boarded ships. These are discovery locations. Scanning a planet or ship may show a green highlight briefly indicating the location of a wreck.
Salvaging wrecks completely will generate a loot crate.

AZNARI RUINS
Aznari ruins can be found after triggering a certain mission in the main story. These areas have new enemy types.

NEW LOOT
In ground combat, skull enemies may occasionally drop loot chests with high quality gear.

QOL CHANGES

SALVAGE UI QoL
  • Schematics that are being learned through salvaging are now displayed on the salvaging UI with percent complete in the Schematics view on the right of the screen. Completed schematics show no % complete.

  • Selecting an item to salvage now displays items that can be salvaged in the disassembly pane of the salvage UI.

  • When selecting an item to salvage, pressing ESC will cancel that item rather than exiting the salvage UI allowing you to select another item to disassemble.

Right clicking an equip-able item other than mods in your inventory will equip it. Double click still works to equip items.

The stat allocation widget now allocates stats quickly when you click and hold the mouse over the allocation arrows.

Your ships now accelerate immediately when micro-warping.

When looting, if you do not have the room in inventory for all ammo, the loot container will close and a message will be sent to display that you do not have enough room in inventory for the ammo. Just a note that there is a ammo converter in the game that you can purchase from one of the faction vendors. I leave ammo in the containers in case you have an ammo converter and want to convert ammo in inventory to another ammo type to make room.

Sorting:
  • Added sorting for the stash. You can now sort by quality, name, value, type and quantity.
  • Added sorting to vendors. You can sort by quality, type, value and quantity.
  • Added a compact inventory icon to the upper right of the shared inventory area. This organizes in the following order - med kits, grenades, devices, armor, melee weapons, ranged weapons and finally - vendor trash.
  • I will be adding improved sorting to the cargo, cargo storage and other areas in the next update.

Removed the annoying vendor dialog. When you click a vendor, the vendor UI is displayed immediately.

When out of combat, pressing the reload hotkey [R] will reload all weapons for all crew members. Right click to reload all still works.

GENERAL NOTES

Translations for the new content will be rough for a while. I'll post updates over the next month as translations to German, Spanish, Russian and French languages progress.

Updated - When boarding a ship, space combat experience is rewarded when selling the ship to Arkus. You can still get experience by exiting the ship and not selling to Arkus, then blowing up the ship. Or, as usual, by destroying ships in space combat without boarding.
Updated - Difficulty setting modifications to NPC's now kick in at level 1. Previously, difficulty settings for hard and extreme had no effect on NPC's until your crews average level was level 5 or greater.
Updated - Ramped up Extreme difficulty mode.
Updated - Various enemy types have Psionic skills - especially Coven and Phage.
Updated - Dauntless - Removed grenades from "Captain".
Updated - Added cave areas to random missions at the Facility in Achmedius.
Updated - Devices can not be destroyed or sold. They are considered key items.
Updated - Replaced some of the Arach sound effects.
Updated - Grenade damage adjusted -> down.
Updated - Increased 2 hand melee CTH and damage.
Updated - You can now rollover status effects for descriptions (bleeding, defend, poisoned etc.) in the extended targeting UI.
Updated - Increased LOS visual angle for NPC's and PC's so they do not have tunnel vision.
Updated - Performance improvements in space. - LOD, distance clipping, UI performance related to NPC ship labels etc.
Updated - In space, when a target is selected and obstructed by a planet, the target reticle is faded to let you know the target is on the other side of the planet.
Updated - In space, if a ship is obstructed by a planetary object, the label is faded.
Updated - When rolling over repair material icons in the equipment repair UI, the name of the repair material is displayed.
Updated - Reduced chance of a random attack taking place when entering a star system from a station, ground location and FTL space.

Fixed - When a grenade is active, occasionally you would move instead of throw the grenade when you clicked.
Fixed - When gaining piloting skill in space combat, the log was displaying the incorrect string - WEAPONRY. Piloting skill gains were not affected - just the display string in the log.
Fixed - If armor was unequipped in combat, the player was invulnerable to damage. This was related to an error in the equipment wear system.
Fixed - Universe search now responds correctly to enter key - searching the existing list of systems with beacons first and if no result, entire universe database.
Fixed - Arach parts are now considered vendor trash and are sold when selling all junk.
Fixed - After clearing the slice mines for Scarby, the return location is selected when choosing the mission in the objectives tracker in space.
Fixed - The approach button is now displayed after scanning a planet. Previously a scan would hide the approach button until you selected the planet again.
Fixed - Cleaned up various sub faction agents that should not be giving missions at this time. They will return eventually and provide alternate mission types (The Syndicate, The Church etc...).
Fixed - When boarding the Frontier CG-1 several doors on this ship could not be hacked/opened.
Fixed - In some cases, when looting a ship equipment crate on boarded ships - not all equipment was being moved to the cargo hold.

3/4/22 - 0.599g
Updated - Reduced the value of crafted ship equipment when selling to vendors. Crafted ship equipment has a lower value than looted space equipment. Overall, selling crafted ship equipment was OP and still is. This will all be adjusted with a major pass at the overall economy. The value of these items is still high and a very good way to earn a lot of money in the game if you want to skill up crafting/salvaging and gather the resources. It's important to note that there are salvage perks you can enable that increase the chance to loot schematics by as much as 10% when you have a high level of salvage skill.
Updated - Increased reward values for boarded ships salvaged/repaired and sold to Arkus. I will be expanding your interactions with Arkus through the game story to allow players to earn a ship rather than paying for one.
Updated - Depleted planetary nodes now have an icon - drone with red "X".
Fixed - A rare case where incursions would stop spawning.
Fixed - Salvaging Helmets in languages other than English would not generate "strap" resources.
Fixed - Switching languages from the main menu in the same session would not correctly populate foreign language strings for crafting and salvaging.
Fixed - The ammo converter device was not working in languages other than English. Thanks for reporting this!
Fixed - When activating the taunt weapon skill and switching weapons, the range circle effect was not disappearing.

Localization:
Updated - Translations for French, Russian, Spanish and German.
Fixed - The stats of crafted items were extending over the numbers numbers in some cases.
Fixed - Adjusted fonts for lists in scanned data UI's (planets and ships)
Fixed - Adjusted font size of "Click to re-roll item's attributes[...]".
Fixed - The names of crafted items were partial untranslated.
Fixed - When crafting mods, e.g. trigger groups, "WEAPON TYPE" was not translated. and "PISTOL/SMG" was untranslated
Fixed - When crafting beam weapons, "BEAM TYPE" and "ELECTRON" was untranslated when first displayed.
Fixed - When crafting turrets, "TURRET MOUNT" and "TURRET TYPE" were not translated. When changing from "LIGHT" to "HEAVY" labels were untranslated.
Fixed - Log when mining was not translated
Fixed - When editing the portrait of a crew member, several UI elements were untranslated.
Fixed - "Objectives" in the objective tracker from the trade net were not translated ("pick up" and "deliver").
Fixed - When a beacon is placed in a boarded ship the button "Initialize beacon" was not translated.
Fixed - "Repairing Shields" was not translated.
Fixed - In the boarding objectives panel, the headline was not translated.
Fixed - "Repair Progress", "Repair", "Salvage" and "Exit Repairs" are now translated.
Fixed - Headline for "item name" in storage on bases was cut off.
Fixed - In the transfer screen for storage on stations/bases, "Quantity" and "Cancel" are now translated.
Fixed - Mouse overs of vendors were not translated.
Fixed - Vendor name label expanded for cases where text exceeds label limit.
Fixed - The right button when dismissing a crew member was not displaying the correct translated text.
Fixed - The cancel button when trading was displaying the incorrect translation string.
Fixed - Perk award popups were not displaying correct translated text.
Fixed - Reduced size of status effects below the portrait so foreign language strings are not cut off.
Fixed - On the salvage screen, "schematic" was not translated.
Fixed - When deleting items from the inventory, the "cancel" button was not translated.
Fixed - Mouse over of data cards was not translated. Going forward - data cards that swap will be correctly translated.
Fixed - "You find a basic XXX schematic" was not translated in the log and splash screen.
Fixed - Flash screen for "objectives completed" was only partly translated.
Fixed - Quality level of equipment in the description popups was not translated.

1/2/22 - 0.599d
HOTFIX - A fix for a equipment repair state that could cause crew members to become invulnerable to damage.

1/1/22 - 0.599c
HOTFIX - Fix for blocked dialog progression in Russian language when speaking with Phestus.

12/30/21 - 0.599c
HOTFIX - Tips and hints on loading screen were displayed in Spanish when playing the game in English.

12/29/21 - 0.599b
Updated: Localizations updated.
Updated: NPC's have fewer grenades in inventory. NPC's are less likely to throw stun grenades if their target is already stunned.
Fixed: A bug where the incorrect PC was displayed in inventory after transitioning from the Dauntless and immediately opening inventory.

12/21/21 - 0.599
Updated: Localization updated for French, Russian, German and Spanish. A HUGE thank you to everyone working on the translation! This is an ongoing project.

Updated: Mining drones will launch with the most recent drone launch state set using a new button on the drone manager window.

Fixed: Drone retrieve button is now hidden if a drone is not in a state where it can be retrieved.
Fixed: A fix for dedicated hacking, craft, salvage and repair crew members that are removed from the party and/or no longer have active hacking devices equipped. The dedicated crew flag gets reset and the currently selected crew member initiates the hack (if they have a hacking device), repair, crafting etc. Thanks for reporting the issue.
Fixed: Humanoid NPC's were rarely if ever throwing grenades. Skull NPC's have a higher chance of having grenade inventory. The chance of a NPC throwing a grenade is based on the games difficulty level set in the options menu.
Fixed: A rare lockup related to attacks of opportunity.
FIXED: A lockup when selecting a friendly planetary starbase on a planet that is out of range - approaching and selecting the landing icon. Previously, a second selection was required when in range.
FIXED: Ship icons on screen are now cleared when loading a quicksave or autosave to a ground location from space.

12/11/21 - 0.596b
HOTFIX - If a dedicated crew member has been removed from the party or no longer has a hacking tool, the dedicated hacker is reset. The first time you hack, the flag is cleared so you will see a blank hacking UI. The second time you hack you can set a new dedicated crew member - someone who has a hacking tool equipped. I'll look for a better solution for this.

12/10/21 - 0.596
Fixed - An issue with character creation when assigning skill points.
Fixed - A number of localization fixes.

12/9/21 - 0.595
Updated - Darkened background of weapon UI in ground exploration. Updated fonts so ammo count, AP Requirement and fire mode stand out better on the background.
Updated - Moved health kit and grenade count from over selected icons to field above grenades and health kits. Added AP cost to rollover info.
Updated - Text in hacking window over progress bar moved where it can be seen.
Updated - A few updates to new icons on main UI so icons stand out better.
Updated - Localization update - Note that localization is a work in progress. I'm really grateful for all of you who have reached out over the last few days. Community members are looking closely at German, French, Spanish and Russian. Thank you!

Fixed - If you have a dedicated hacker and remove the hacking tool, a message is sent to your log letting you know who your dedicated hacker is and that the hacker does not have a hacking tool equipped. If you are in a situation where you cannot hack, you need to equip the dedicated hacker with a hacking tool
Fixed - Loot UI - 4th loot slot in upper row fixed when clicking to loot.
Fixed - Loot UI now only responds to "SPACE" when looting all instead of any key.
Fixed - Grenade blast radius is displayed correctly when using the keyboard shortcut [O]
Fixed - When out of combat and moving, weapons now swap correctly with the hotkey or weapon swap icon. You cannot swap weapons while moving in combat. You must be stationary.
Fixed - A large number of edits to UI elements that had issues with translated text.

12/4/21 - 0.593b
Fixed - Ship beam weapons now function as intended
Fixed - Russian translation progression when first arriving in Ruins

12/3/21 - 0.593
Hello all! I’m posting a patch today that fixes a number of issues. This is primarily a stability and bug fix patch with a few other bells and whistles. It’s important to note that this is not the Chapter 1 patch. I am busy working on that and will post progress updates as things move along.

Note that a lot of data was touched for this patch so the download will be fairly large.

Here is what you will find in the patch:
1) A major stability fix related to level load lockups
2) A number of other fixes listed below
3) The updated game UI.
4) A first pass at localization to Spanish, French, German and Russian languages.
5) A warning screen if compatibility issues related to drivers and 3D rendering support are discovered when the game loads.

LOCALIZATION -French, German, Spanish and Russian
Localization is VERY ROUGH right now. I'm sure there will be a number of embarrassing language issues and typos. If you want to join the localization process to clean up the rough edges, check the link below for more info and the pinned topic at the top of that forum. I'll post translation edits and fixes with future patches as they become available.

Join the community translation. I'm looking for a few people who are interested in editing and updating the Spanish, French and Russian translations. The German translation is in good shape.
Join the translation[steamcommunity.com]

  • You can change the language in the "Gameplay" tab of the options screen.
  • In some cases text in various languages may be too large for the UI and scroll past the boundaries of the UI area. If you notice these, please report them on the translation sub-forum here. A screenshot would really help.
    Report translation issues here![steamcommunity.com]
  • Old mission data is not localized. That data is saved in your current save and will continue to be displayed in English. New missions that you take will be localized.
  • Some items in your inventory in existing saves may have descriptions and other information that are part of the save and will not be translated. New items of the same type found or purchased from vendors - like health packs - will be translated.
  • Almost everything should be translated, however, I am still looking for places where English text is displayed in a field so expect that there will still be a small number of places where a fix is needed.
  • Things that need to be translated or won't be translated for technical reasons: Crafting component suffixes, mod names, system names, character names, names of minerals, commodity names, and weapons names. There may also be a few other areas that are not translated that will get fixed over time.

Removed the HELP screen. Pressing "H" now opens the guide directly. The help screen is obsolete as all keys can be viewed and edited in the options menu and most of the information on that screen is available in the guide.

A warning interface is displayed at the main menu if your PC is not compatible with Stellar Tactics. This covers failed shader compilation and a review of all the core graphics requirements to run the game. If your system fails the check, an interface is displayed that provides a few suggestions like updating your drivers and making sure your system is utilizing your dedicated graphics GPU.

Optimizations in may areas
UPDATED: Load times improved.
UPDATED: After completing the Phestus mission, FTL drives are now available in Achmedius at ship equipment vendors.
UPDATED: Universe ship manager performance updates - especially for games that have hundreds of hours of stored ship, system and station data.
UPDATED: Reduced the size of the selected ship reticle. Added transparency to selection options.
UPDATED: New portraits for main story characters (Rhamus, Jensen etc.) to match future story content portraits.
UPDATED: Precaching of dynamically loaded assets in space to avoid hitches.
UPDATED: You can now loot all by pressing the space bar.
UPDATED: NPC ships attack each other once again. I'll keep an eye on the forums in case there are any issues. Keep an eye out for free loot chests from these battles.
UPDATED: The game UI has been revised with a new custom UI.
FIXED: A random lockup when transitioning between areas during the loading screen.
FIXED: A random lockup in space combat.
FIXED: A random crash when displaying the line of sight indicators in ground combat.
FIXED: A potential lock up in the early game when opening the ship screen before launching to space.
FIXED: The left arrow when selecting crew voices on the portrait/name/voice editing UI was not working.
FIXED: In some cases, incursions were not being triggered. If you are in a state where incursions will not trigger, travel to another star system and the issue should be resolved.
FIXED: When crafting, a message is displayed on the screen if your inventory is full. You can no longer start crafting a schematic if your inventory or cargo are full.
FIXED: The ship storage display is now closed when pressing ESC if in the ship UI.
FIXED: A bug related to initializing incursions after Rhamus/Jensen leave crew on trade station.
FIXED: Infinite experience when crafting (processing items by pressing the enter key).
FIXED: KO crew members could block movement in narrow passageways.

3/28/21 - 0.579b
HOTFIX: Map icons and fog of war are now displayed correctly when pressing "M" in ground locations. Thanks for reporting the issue

3/27/21 - 0.579
UPDATED: Cameras for space and ground now use fixed mouse movement inputs. If your mouse is not moving when rotating the camera, the camera will not rotate.
UPDATED: You can now configure camera rotation speed in the gameplay menu for space and ground separately.
UPDATED: Increased the base camera rotation speed in space.
ADDED: Keybinds for ship "Pitch up"/"Pitch down". This patch will reset your current key binds. These keys are bound by default to the "Up arrow"/"Down arrow" and can be rebound to other keys in the space key bind area of the options menu. I know a lot of you requested this.
UPDATED: Renamed "Secondary weapon" to "Sidearm"...because that's what it is.
FIXED: If you quickly pressed the "M" key for the map in ground locations multiple times the game could lock up.
FIXED: A typo in the tier bonus display for the weaponry skill.

HOTFIX 3/22/21 - 0.578b
Fixed: Door colliders were not being disabled correctly on boarded ships.

HOTFIX 3/20/21 - 0.578
Fixed: On some boarded ships, you could not select certain repair objects, lockers, and chests.

3/12/21 - 0.577
Today's patch updates space backgrounds and effects throughout the Universe. I have also removed the 5 point weapon skill cap. I'd like to gather feedback from players on the removal of the cap. In my opinion, the skill cap has caused a lot of confusion and some just don't like it at all. For now, the cap is removed. It will come back as a hardcore option at some point for those who enjoy micro-managing progression.

Meanwhile, a lot of work is being done for chapter one of the main story. There are also a number of other assets being developed that will provide points of interest in the universe. I'll explain more as I make progress on this work.

ADDED: The universal facelift. All new backgrounds and various other improvements for space. Make sure to enable the high-resolution skyboxes in the options menu if you have 2gb VRAM or higher. Enjoy!

UPDATED: The 5 point skill cap for weapon skills has been removed. Removing the skill cap will likely require some tuning over time so expect the amount of experience gain to go up/down as required as I gather more feedback.
--The skill cap will come back as an advanced gameplay feature for those of us who like it. By that I mean, it will be an option - off by default.
--The level cap remains at level 60 until the story content is ready.
--Skill gain remains unchanged. Even at the level cap, you can continue to gain skills for any weapon, support, or space skill to level 100.

UPDATED: Replaced a number of planet materials.
UPDATED: Improved performance.
UPDATED: On completion of an incursion, completion notification and reward delay are much shorter.
UPDATED: Reduced base resists for various enemies.
UPDATED: Reduced FTL FX timings for faster jumps to FTL space and between star systems.
UPDATED: Stability updates.
FIXED: Rollover compare info for pugilist weapons is now displayed if a single pugilist weapon is equipped in the primary or secondary slot. If you are dual-wielding pugilist weapons, you will need to compare manually.
FIXED: A number of typos.
FIXED: Duplicate sector data in systems 0,0 - 99,0. I doubt anyone is flying around taking missions in these sectors, however - if you are I recommend that you cancel and then re-take missions if they are active.
FIXED: A bug related to the display of active drone icons on the star map.
FIXED: A bug related to walking to and interacting with objects/NPCs.

2/4/21 - 0.574
Level load stability patch. Some changes made to the loader for systems running high refresh monitors and at framerates exceeding 60FPS. My hope is that this eliminates lockups during level load.
Optimizations to various game processes that govern AI ships and mission management.
FIXED: A repeatable lockup when using the expanded information window. If you were using the expanded info window to attack, and if you eliminated the last enemy in the encounter, the game would lock up.

1/30/21 - 0.572
UPDATED: If you have no weapons or a pugilist weapon in your sidearm slot, the secondary support skill has been changed to sprint. If the primary weapon slot is empty (fists) or a pugilist weapon is equipped, the support skill is taunt.
UPDATED: Updated the combat movement path marker to use a much faster system.
UPDATED: LOS lines are now displayed almost immediately when the combat movement cursor is moved to a position.
UPDATED: I did a lot of work on movement and pathing. Overhead objects, walls, and other objects no longer obstructed floor clicks. If you click the floor, your crew member should move to the location unless blocked. This includes how raycasts for movement interact with PC's, NPC's and the environment.
UPDATED: If a health kit is enabled, you can now click through overhead objects, etc to target crew members.
UPDATED: A few changes to the world map:
  • You can now scroll the area map using the left mouse button and zoom in-out using the mouse wheel.
  • World map uses a higher resolution map.
  • You can now zoom in much further on the world map.
  • World map now remembers your current zoom level and last position during the current game session. You can reset the map using the blue "+" icon on the map.
UPDATED: The star-map search feature loads much faster now. A few other new features:
  • The star map now lets you search star systems where you have placed a beacon by entering only a few characters. So, for example, you can search for "Achmedius" by entering "a" and pressing enter in the search field and Achmedius will be displayed along with any other systems that start with an "A". For systems where you have not placed a beacon, you need to enter the entire system name and press search to center the map on that system.
  • Entering "cargo" or "ship" in the search field and pressing enter will now display systems where you have cargo or ships.
  • The search feature now includes the sector coordinates and sector level for systems where you have placed beacons.
UPDATED: The VSYNC option now enables VSYNC and the frame limiter for the 60FPS and 30FPS options. I'm still doing work on how various high refresh monitors interact with game events and area loading.
ADDED: Added new icons to the star map that show you if you have a drone, ship, or cargo storage in a system. If you have placed a beacon in a system, the system has a new icon overlay that shows you at a glance if a beacon is already deployed in the system.
ADDED: If a crew member is at the 5 point skill cap, a warning is displayed when entering the inventory or character info screens noting that the crew member will not receive weapon skill experience until they reach the next level.
FIXED: When clicking at a specific position in the game world, the navigation marker in combat was not being correctly set to the exact movement position.
FIXED: When first entering an area and engaging in combat, the LOS markers and cover icon was not being displayed until an enemy took a single turn.
FIXED: A bug in the display of various perk bonuses in the ship skill bonus area.
FIXED: Enemy AI equipped with grenades would occasionally throw two grenades during their combat round.
FIXED: A number of UI inconsistencies related to closing various menus with the ESC key (LOG - Search, Trade-Net, Faction window).
FIXED: A few perk tooltip errors.
FIXED: The game would lock up if a crew member dies at the same time as the last enemy in an encounter with a missile launcher, DOT, or grenade. Could also happen if you were in combat mode with no enemies around and you threw a grenade and killed yourself - oops.
FIXED: When selecting crew portraits, special attacks for that crew member are now updated correctly in the toolbar.
FIXED: A bug with melee movement introduced with the special attacks system that could cause melee crew members to stop before reaching their target causing a loss of AP.

1/9/21 - 0.569
FIXED: Melee experience was not registering correctly when modulator mods were equipped on melee weapons.
FIXED: If the log was immediately opened to view the star map when first entering FTL space after the last patch, it was possible that the menus would lock up and the ESC key would be unresponsive.

1/8/21 - 0.568
ADDED SPECIAL WEAPON ATTACKS AND SUPPORT SKILLS:
Weapon special attacks and support skills are now in the game. Note that enemies start using special attacks at around level 5. Players get all weapon skills at the start of the game and they improve over time with five total tiers increasing at skill levels 20, 40, 60, 80, and 100. Weapon skills are specific to each weapon type and several are shared (1hand slash and 1hand blunt). Initially, these attacks are fairly weak, however, over time they scale nicely and you will be using them regularly in combat.
  • Special attacks and support skills use zero AP and can be triggered at any time if they are available as long as it is your turn in combat.
  • Special attacks are guaranteed to hit, however, DEFEND can mitigate damage.
  • Enemies start using special weapon attacks at level 5
  • Weapon special attacks are on global cooldown timers.
  • Support skills are reset at the beginning of combat. You can use sprint, taunt, and barrier at the start of each combat session.
  • You can use special attacks and support skills from both equipped weapons ( primary and secondary ) in the same round if global timers are reset by swapping weapons.
  • Special attacks, taunt, and barrier increase in power as you gain skill in that weapon class at levels 20, 40, 60, 80, and 100.
  • Game difficulty affects how NPC's use special attacks by changing how often they are used. The frequency and power of these effects from NPC's vary by enemy difficulty. A regular NPC will use them less often, a single skull enemy more often and bosses will use them most of the time when their cooldowns expire. On easy mode, these attacks are less likely to trigger - on extreme difficulty the attacks will be triggered more often.
  • Some enemies have special abilities. For example Phage vomit. Rather than triggering a special attack, they will use their special twice in one attack if they trigger a special. New enemies in future updates may have similar attacks that they use more than once in a combat round.

UPDATED - BOARDING:
  • When boarding a ship, there will always be a loot container that contains ship equipment loot similar to what would have been dropped if you had destroyed the ship. NOTE: Ore and ship ammo is not included in the loot table.
  • Enemy subsystem regeneration time increased by 30 seconds. It should now be easier to board ships with lower-tier ship equipment. Note that it has always been intended that boarding a ship with starter turrets would be difficult. Upgrading your turrets and systems will make boarding enemy ships much easier. While boarding, a ship may regenerate its shields, however, they go down faster after repaired by the enemy crew.
  • General reward for selling ships to Arkus increased by 30%. Selling a ship with multiple decks increased by 70%. Note that repairing ships to full always rewards more and yes, it does take some time to gather the components - though, with higher salvage skill, more components are rewarded. I will be adding side missions for Arkus and he/she/it will have missions that will let you earn better rewards as you develop your relationship.

ADDED - REVIEW AND UPDATE CREW PERKS/STATS FROM THE CREW MANAGER:
You can now edit crew member perks, stats, portrait, voice, and name in the CREW MANAGER for any crew member by selecting the crew member you want to edit from the list on the left and then clicking the "EDIT CREW MEMBER" button. This is very useful when adjusting space crew perks for mining, space combat etc. Previously, you needed to add the crew member to your active crew to make adjustments.

ADDED - DEDICATED CREW MEMBERS FOR HACKING, SALVAGING, CRAFTING, AND REPAIR
When activating any of these skills, you can now select the active crew member as dedicated. This means that no matter which crew member activates the skill, the dedicated crew member will be the crew member who's skills and perks are used. This crew member also receives all experience from actively using these skills.
If you would prefer to not use a dedicated crew member anymore, just select the portrait to remove the "check mark" and the crew member that initiates the skill will be used.
The first time any of these skills is used a popup is displayed explaining how to select this crew member as the dedicated crew.
SELECT DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and a checkmark will be displayed indicating this crew member is not the dedicated crew member for that skill.
REMOVE DEDICATED CREW MEMBER: When any of the skill UI's are displayed, click the portrait and the checkmark will be removed indicated a dedicated crew member is not selected for that skill.
--NOTE: Removing or replacing a crew member from your ground team in the crew manager will reset your currently active dedicated crew. You will need to re-assign a new crew member to the various tasks.

UPDATED - VSYNC AND FRAMERATE CAP OPTIONS:
Uncapping the framerate in the video options has been changed to give players more options. You can find a new slider in the video options menu. Default is VSYNC ON. The slider lets you cap your framerate to 30 FPS, 60 FPS, VSYNC ON, VSYNC 1/2, VSYNC 1/4, and NO LIMIT (no cap at all!). VSYNC is highly dependant on your system, monitor, and video card settings. This should give players more options and hopefully address issues of animation slowdown. If you have any issues, you can always either uncap the framerate completely by dragging the slider to the far right or set the framerate cap to 60FPS or even 30FPS.

I'll keep an eye on the bug forums to see if any of the VSYNC and framerate adjustments mentioned above cause any issues. VSYNC ON should always provide the best performance.

GENERAL PATCH NOTES:
UPDATED: Increased base Micro-Warp speed of ships.
UPDATED: Reduced spam-click timer so there is less delay when interacting with objects and NPC's.
UPDATED: Skyboxes for the main menu and FTL space.
UPDATED: Doubled faction token and faction standing rewards for agent missions.
UPDATED: Doubled positive/negative faction reward values for clearing explore locations.
UPDATED: Increase the number of credits rewarded when completing a faction agent mission
UPDATED: Faction display in the log map area now displays your current faction values as positive/negative values ranging from -50,000 (worst) to +50,000 (best). Neutral ranges from -10,000 - +10,000.
UPDATED: Hacking and auto-hacking are now faster. When entering the correct key code, the next combination digit begins immediately instead of waiting for the cooldown timer to expire.
UPDATED: Repair and Salvage experience bars when repairing/salvaging ship components on boarded ships now show experience toward the next level instead of total skill experience.
UPDATED: Adjusted bleed damage down a little.
UPDATED: The FTL guide entry is displayed the first time you enter FTL space. A reminder to accelerate is displayed on the screen when entering FTL space. Additional information added to the FTL guide entry noting that piloting skill and FTL drive quality affect SHIP speed in FTL space. Guide entries/tutorials will eventually get an overhaul.
UPDATED: Added new key binds. Your current key binds have been reset.
Keybind for toggling grenades on/off [O]
Keybind for toggling med-kits on/off

Keybind for scanning the selected target in space [DELETE]
Keybind for attacking the selected ship. When in space combat you can tab-target ships in combat with you, and press the attack key to switch all turrets to the new target. [RETURN]
FIXED: Neutral system stations would occasionally spawn faction agents that would give missions that could never be completed.
FIXED: It was possible to mount heavy turrets on light turret mount slots. I recommend replacing any heavy turrets mounted on light turret mount locations to avoid issues with space combat.
FIXED: Corrected ship info list below turrets on ship screen [K} so it correctly displays the mount point info for heavy/light turrets.
FIXED: If entering the Abandoned Facility and taking missions before completing the Slice Mines mission, it was possible you could not turn the Slice Mine mission in to Scarby Hurzog.
FIXED: Rollover highlights for a number of objects.
FIXED: When removing status effects using first-aid perkS, the status effect displayed under the crew portrait is updated immediately.
FIXED: A few minor visual glitches with projectiles.
FIXED: A few material errors with Kchor NPC's
FIXED: A skill rounding error when recruiting mercs that would round skills down one level occasionally.

10/24/20 - 0.563
Disabled frequency modulator particle effects for now. The particle effects were causing CTD's on a small number of systems.
A fix for a rare random lockup when transitioning between areas.
Improved load times when transitioning between areas.
UPDATED: The repair experience progress bar displayed in the repair window now displays as progress toward the next level.
UPDATED: The Shikaru Lifesign Tracker can now be used while in combat.
UPDATED: Bonus PROC damage from frequency modulators is now calculated into melee weapon EXP.
UPDATED: Increased the possibility of gaining bonus experience towards the next schematic tier when disassembling items.
FIXED: The autosave before leaving the Dauntless now functions as intended. You can now reload this save and the mission to escape the Dauntless is reset. This is not retroactive.
FIXED: A error in the display of FTL drive info when crafting.
FIXED: An error in the calculation of equipped CHA armor when generating vendor prices for ships and equipment.
FIXED: An assert when transitioning between areas with autosaves on.
FIXED: Settings changed in the options menu now save correctly when pressing the ESC key.
FIXED: A progress calculation error related to crafting perk selections and how they interact with AP bonuses to crafting progress.
FIXED: A few typos in perk descriptions.

10/10/20 - 0.553b
FIXED: Clearing all enemies on a boarded ship was not completing the boarding task.

10/9/20 - 0.553
UPDATED: Increased repair EXP.
UPDATED: Increased experience gain for piloting, weaponry, electronics, and targeting
UPDATED: Increased cash reward values for cleared discovery locations - phage infections, boarded hostile stations, etc.
FIXED: When in rotate character mode, it was possible to right-click enemies which would lock up the game.
FIXED: A bug that could cause scanned planetary stations and nodes to disappear when returning. If you are returning to a planet after completing a mission taken from a faction vendor at a planetary station, and cannot turn in a completed mission (return location is not visible on the planet) you should abandon the mission in the log. Going forward, it shouldn't be an issue.

10/3/20 - 0.552
FIXED: Incursions were not completed correctly and not being reset.
FIXED: Crafted weapons created after the patch 10/2/20 will now damage enemies.

10/3/20 - 0.551
FIXED: Missile launchers fixed. They now cause AE damage.
FIXED: When scanning ships, a warning was posted to screen that you need a crew member in the engineering station - even if that crew member is already at the station.
UPDATED Reduced the amount of wear applied to 1hand melee and pugilism weapons.
UPDATED: Reduced the number of finishing items used when repairing. Failed repair attempts no longer expend finishing items. When repairing, you no longer use a single resource of each type. Instead, each finishing item resource has a chance of being expended.

10/2/20 - 0.550
ADDED: REPAIR SYSTEM AND REPAIR PERKS
Rollover info now displays the current condition of items. As they degrade, they become less useful (less mitigation, weapon jams, lower damage, etc.).

Maintaining your weapons is easy. Just roll over the item you want to repair and press the [SPACE] key. Item repairs require finishing items that can be obtained by salvaging junk and gear that you find in your travels. Perks allow you to repair items above 100% to a maximum of +25 (125). Crafted items can gain up to +30 (130). Overall, any crafted item with the appropriate perks can have a maximum of 155 condition from crafting and repair bonuses. In addition - repair tier bonuses apply reduced item degradation as you progress to maximum skill level.
  • Repair perks have been added
  • I've provided 20 finishing items of every type as a one time grant for repair. These items will be added to your existing finishing items - or, when starting a new game, you will start with 20 finishing items of each type. This should cover repairs needed in the early game until players can salvage enough items for future repairs.

ADDED: EQUIPMENT WEAR
Equipment wear can be disabled in the options->gameplay menu.

Looted equipment will always be in some state of wear and will never be below 50%. This applies even if equipment wear is disabled.
  • Equipment wear penalties apply when equipment degrades below 50%
  • Below 25% - Additional penalties are applied.
  • Below 5% - Items will barely function.
  • At 0% Items are non-functional and must be repaired.
  • Vendors always sell items that are at 100% condition.
  • Electro damage does more wear to shields.
  • Thermal and explosive damage do more damage to armor.
  • Mods, devices, cargo expansions, and items equipped to a ship hardware mount point do not wear over time.
  • Wear to ship equipment is minimal when shields are up. Once a shield is down and you start taking damage to your hull, damage is increased.

ADDED: NEW SHIP REPAIR STATION
You can now assign a crew member to the ship repair station. This crew member will prioritize repairs to your ship over time, prioritizing the hull, then shields, engines, systems, and weapons. This crew member can repair onboard equipment to the current maximum condition and will receive repair experience over time as they repair your ship. I recommend a dedicated repair crew member for the job.

Manually repairing ship systems can apply bonuses based on your current repair skill and perk selections.
  • Ship repairs take place over time. Repair skill TIER bonuses improve the speed at which ship hull plating and components are repaired.
  • When paying for ship repairs on stations, only the hull armor of the ship is repaired. Other components need to be repaired manually or over time when a crew member is assigned to the crew repair station. Hull plating is repaired over time by crew members in the crew repair station.
  • If the crewmember assigned to the ship repair station is also in your ground crew, repairs will not take place while on stations or ground locations.
  • Repairs by a crew member in the repair station slot do not consume resources.

ADDED: SALVAGING PERK LINE
  • Additional components can be salvaged as you unlock skill TIER bonuses.
  • Perks added that provide bonuses to base salvaging failure, learning, and schematic experience.
  • Perk selections that allow for increased schematic discovery for weapons, mods, armor, shields, and ship schematics.
  • SCHEMATIC DISCOVERY PERKS - BONUSES FOR SELECTED SCHEMATIC DISCOVERY PERKS STACK FROM MULTIPLE CREW MEMBERS. Each crew member can provide a +10% schematic discovery bonus for a total of a +40% bonus if all ACTIVE GROUND crew members have a skill level of 80 in salvaging and the correct discovery perks are selected.

ADDED: CRAFTING PERK LINE
Skill tier bonuses reward reduced chance of negative conditions, bonus finishing points at the start of crafting. Perk selections apply bonus action points, item durability, reduced negative condition duration, and positive condition bonuses for weapons, mods, armor, shields, and ship equipment.

ADDED: SCHEMATIC REVIEW IN SALVAGING DISPLAY
You can now view your unlocked schematics in the salvage display without needing to travel to a crafting table.

ADDED: NEW DEVICE - THE AMMO CONVERTER
A new device is available from Varadyn faction vendors that will allow you to convert any type of ammo into other types of ammo. The UI is simple to use and you will can convert standard and heavy weapon ammo at the following ratios:
  • Pistol, SMG, rifle, shotgun, and E-Cell to any other ammo type in this category = 1:1 ratio (1 for 1)
  • Pistol, SMG, rifle, shotgun, and E-Cell to missile, fusion cell, flamer fuel, minigun = 4:1 ratio (4 for 1)
  • Missile, fusion cell, flamer fuel, minigun to any other ammo type in this category = 1:1 ratio (1 for 1)
  • Missile, fusion cell, flamer fuel, minigun to pistol, SMG, rifle, shotgun, and E-Cell = 1:4 ratio (1 for 4)
  • The device can be used in any ground location including missions.
  • This device is fairly expensive and requires that you complete a number of missions to earn the needed tokens from a Varadyn faction agent.

UPDATED: Perks or skill tier bonuses will be rewarded every 5 levels. Perk selection and preview has been completely overhauled so you can preview all skill perk and tier bonuses through skill level 100 at any time. Perks are still situational and you can switch between selections in each group as you have in the past.
IMPORTANT: You may need to assign perks in your current save now that these changes are posted. In many cases you may have a few perks available that you did not have before.

UPDATED: First aid perks overhauled - Reduced perk bonuses to healing, they were OP. Max skill tier bonuses grant a +75% bonus to healing in addition to the base medkit healing values (small, medium, and large). Perks now focus on removing status effects.

UPDATED: Explosives perk line revised with a focus on improved damage and inflicting status effects. Tier bonuses focus on CRIT and accuracy. Perk bonuses can apply addition damage and status effects:
  • Stun grenades can apply bleeding
  • Frag grenades can apply hobble
  • EMP grenades can apply cripple

UPDATED: Weapons, armor, shields, and ship equipment all degrade over time with use and damage. You can repair these items by hovering over equipped items, inventory, stash, cargo, and ship equipment in the various menu's and pressing [SPACE] on your keyboard.
UPDATED: Maximum weapon skill level when crafting weapons is now uncapped - max skill level is now 100.
UPDATED: The currently selected crew member is not reset when transitioning between ground locations.
UPDATED: Removed perception requirement in extended rollover UI for displaying target resist values. I'll likely tie the display of additional resist information to another system.
UPDATED: On the character information screen, when selecting a new crew member, the selected skill is not reset to rifles making it easier to compare perks and skill info between crew members.
UPDATED: New SFX for most ranged weapons.
UPDATED: FTL sound effect volume reduced.
UPDATED: Reduced amount of ammo dropped now that ammo converter is available. I'll likely adjust this over time with more playtesting.
UPDATED: In HARD and EXTREME ground difficulty modes, auto regeneration of HP after combat is disabled. You will need to heal crew members with medkits.
  • Shield and energy points will regen as usual.
  • Transitioning between areas will heal crew members to full health.
  • I'll gather feedback on this change and make adjustments as needed.
UPDATED: Increased melee proc damage from frequency modulator mods.

FIXED: PC's now display the correct amount healed in-game log if healing exceeds maximum health.
FIXED: When gaining a skill level in crafting, salvaging, and repair, a notification is sent to the screen.
FIXED: When various menus are open, key input for ship control is blocked (E.G. afterburners, thrusters, etc).
FIXED: When crafting ship equipment, some of the items were displaying an incorrect finishing item in the last stages of crafting.
FIXED: A few calculation errors in the progress toward the next skill level display on the character information screen.
FIXED: A rare case where beacons and ship ammo could be moved into the player backpack and stash inventories.
FIXED: A rare case where a crew member could die from a DOT (bleed or poison) at the end of combat leaving the game in a state where combat does not end.
FIXED: If a crew member is not assigned to the ship electronics station, you cannot scan ships or planets. A message is displayed on the screen in cases where a crew member is not assigned.
FIXED: Ship vendors now display whether a turret is a general turret mount or a missile mount in the ship information display.
FIXED: Ship hull damage cannot be repaired using the repair button in the ship info UI [K] when boarding an enemy ship.
FIXED: Crafting and salvaging menus now ignore background click events while displayed.
FIXED: Numerous small UI fixes/updates.



7/2/20 - 0.502
FIXED: Applied a fix for a rare lockup when healing while in combat.
FIXED: First time startup - Default state of the game is now correctly set to cap at 60 FPS.
FIXED: First time startup - Offset resolution issue - 1/2 screen displayed instead of fullscreen.

6/30/20 - 0.501
FIXED: In some cases, the rollover info popup was not being hidden when transitioning between areas.
FIXED: A rare case where, when looting cargo chests on boarded ships, a junk item was being placed in the cargo hold. If you have anything that looks like a junk item in cargo, I recommend ejecting it while in space.
FIXED: Flagging a junk item (see above) for salvage in your cargo hold could cause the salvaging system to throw an error blocking batch disassembly of items - locking it to salvaging a single item at a time.
FIXED: Not sure how this slipped by after all this time. You can no longer equip primary or secondary weapons that do not fit in primary or secondary slots by dragging and dropping them over a weapon in the inventory.
FIXED: A few typos.
UPDATED: Added additional checks for invalid items being placed in the cargo hold.
UPDATED: Adjusted grenade AoE damage radius to better match the display radius.
UPDATED: Help screen updated to reflect recent changes
ADDED: When looting a special ship equipment crate on boarded ships, a message is now sent to the screen that lets you know that ship equipment was moved to your cargo hold.

6/23/20 - 0.499
FIXED: When boarding an incursion ship, incursions are canceled unless the boarded ship is the last remaining ship in the incursion. In that case, you get the incursion payment credit.
FIXED: It is no longer possible to gain multiple incursion rewards when pulling incursion ships individually.
FIXED: A rare bug related to hacking the captain's chest on the Dauntless not rewarding a keycard for the Vats.
FIXED: A bug on the Talon ATKR that allowed NPCs to engage in combat through a locked door.

6/20/20 - 0.498
FIXED: Camera at the end of new game cinematic was not being set correctly to crew position
FIXED: Boarding a ship while combat paused resulted in the player ship being locked up when exiting the boarded ship.

6/19/20 - 0.497
Boarding enemy ships:
To board an enemy ship, you need to first disable the target ship's shields. Once this happens a new icon (subsystem targeting icon) is displayed to the right of the ships targeting menu on the left side of the screen. Selecting this icon will bring up the subsystem targeting menu. At this point, you can choose to target subsystems (weapons, engines, systems). Once a subsystem is selected, your weapons will start targeting that subsystem until you click the subsystem targeting icon a second time to disable targeting for all turrets. Disabling all three subsystems will disable the ship completely and a new button will be displayed. Approach within range of the ship and you can then board.

  1. Disable a ship's shields.
  2. Select the subsystem targeting icon and disable all three main ship systems. NOTE: To turn off subsystem targeting, select the subsystem targeting icon a second time. This will turn off all turrets.
  3. Approach the ship and select the "BOARD SHIP" button.

You have a limited amount of time to disable a ship's systems before the crew will repair the ship's shields and subsystems. A yellow bar above the subsystem targeting buttons will fill over time displaying that crews progress toward repairing the ship's shields. Once their shields go back up they will start repairing subsystems and you must bring their shields back down before you can board the ship.

  • Ion weapons are ideal for disabling shields and subsystems - however, other weapons will work. You do need to be careful of strike through damage to the hull as damage to the ship's hull is calculated into the value of the ship when selling it to Arkus. The best weapon for boarding would be ION weapons as they no do little to no damage against ship armor. Beam weapons are preferable and more cost-effective, though they do require a better warp drive.
  • Explosive turrets should be toggled off when targeting ships you want to board to avoid excess damage (missiles and plasma turrets).
  • Strikethrough perks should not be selected if you choose to board ships.
  • When targeting subsystems, missiles, and plasma turrets will be turned off automatically.
  • You can only board a disabled ship when other ships are not in combat with you. In the case of incursions, all other enemy incursion ships must be destroyed before boarding.
  • When boarding an incursion ship, incursion rewards will be granted just before you board the targeted ship.
  • You can only board one ship at a time. If you have active boarding objectives and exit the ship, then board another ship - the previously boarded ship will fly away.
  • If you fly away from a disabled ship - then return, and the left targeting menu is hidden, fire a few shots at the ship, and the subsystem targeting button will appear again. In some cases, the crew may be so busy that they don't notice you.
  • Ships have a chance to spawn a unique loot chest/crate that stores ship equipment of varying quality. When you do find one of these chests, the loot will be placed directly in your cargo hold if you have room.

Captured ship repair, salvage, and sale:
To sell a boarded ship, the following objectives must be completed:
  1. Eliminate the entire crew
  2. Repair/scrap all damaged ship systems or at least examine the damaged systems.
  3. Place a beacon at the helm of the ship. YOU MUST HAVE BEACONS in your ship's inventory or you will not be able to complete this objective.

Repairing ship systems above their default state before selling to Arkus will net you a bonus on his final price for the ship.

As an example, scrapping all items could net you around 50,000 credits when selling the ship. Repairing all systems to full (requiring a good number of parts) could net you as much as 200,000 credits.

Leaving a ship un-repaired and not scrapping any components will leave the ship in a state with a wide variance of value depending on the state of the systems onboard.

You must eliminate all enemies on the ship and review all damaged systems before you can activate the beacon at the ship's helm.

You can continue to repair and salvage components on the ship at any time, in case you decide to repair or salvage components. Once you place a beacon and notify Arkus, you will no longer be able to activate any ship systems for salvage or repair.

In general, you can completely ignore the repair system other than reviewing all systems if you want to. However, as mentioned above, repairing a ship always has a net positive effect on the number of credits you earn over time. The best strategy is to salvage and repair components. Over time, as your salvaging skill improves, you will salvage more parts. As you gain repair experience, repairing ship components becomes easier.

SALVAGING BONUSES - These will get rolled into the perks for Salvaging when I release them. All perks will be released in the next content patch - including - Salvaging, Crafting, and Repair.
LVL 20 +20% CHANCE FOR EXTRA COMPONENTS
LVL 40 +30% CHANCE FOR EXTRA COMPONENTS
LVL 60 +40% CHANCE FOR EXTRA COMPONENTS
LVL 80 +50% CHANCE FOR EXTRA COMPONENTS

You do not need to sell the boarded ship to Arkus. You can always exit the ship and go on about your business. If you dock, land, board another ship or enter FTL space, the ship will be gone when you return. You can exit the ship and reboard as long as you do not dock, land, or FTL from the system. If a ship is in a state where it can be boarded. Over time, a ship will repair it's shields first, then engines, weapons, and systems if there are still crew remaining on the ship and eventually fly away.

ADDED EXTREME DIFFICULTY MODE for ground combat. In this mode, the difficulty of enemies of all types is increased (DAMAGE, CTH, CRITS, STATS, ARMOR, etc,) and enemies are raised by one tier of difficulty. In this mode, there is more risk and more reward as enemies, in general, will drop better loot. Crew members will be K.O. on a regular basis. I would not recommend extreme mode until you have decent armor and a good arsenal of weapons that deliver various damage types.
--Basic enemies have a chance of being raised a single tier to single skull Elites.
--Elites will always be a tier higher. That is a single skull Lieutenant will always be a tier higher etc.
--I would not even attempt this mode until you have some experience with the game and decent equipment.
--Bring a ton of medkits!
--A reasonable level of skill in first-aid is recommended!
--You are going to need an arsenal of weapons that do a variety of damage types to switch between. Pay very close attention to enemy resistances and use weapons of the appropriate type.
--Switching to or from EXTREME requires a save and reload to re-initialize all enemies in the area. Any transition between areas will scale the encounters to extreme mode.


FIXED - A bug with the area map that could leave characters immobile.
FIXED – Micro-warp hull visual effect being left on after exiting warp.
FIXED - A rounding error when NPC's heal themselves displayed in the floating text.
FIXED - A bug that displayed incorrect info for HP and Shields when rolling over KO crew members
FIXED - Stability fixes including a few rare lockups on enemy end turns.
FIXED - In some cases, combat UI elements could be left on the screen until next turn.
FIXED - Crew members are less likely to be left behind when navigating.
FIXED - Eliminated character rotation when running upstairs and ramps.
ADDED - Occasionally, when looting, an NPC or chest/locker will reward a large sum of credits.
ADDED - Progress indicator toward next skill level up is now displayed at bottom of character screen (right panel - bottom) when selecting individual skills as a thin red bar over the progress bar.
ADDED - Added a bit of center axis tilt to ships when turning.
UPDATED: ION turrets now do minimal damage to ship armor. They may do some minor strike-through damage and strike through perks still apply to ION turrets.
UPDATED: Some work done on gravity and physics so characters stay pegged to the ground when running up and down stairs.
UPDATED: Enemy ragdoll is more "definitive" with the changes to gravity.
UPDATED: Disabled NPC ship conflict in star systems temporarily until I can work out better LOD for this system. It was causing frame rate drops and other issues.
UPDATED: All stations in the universe now have recruitable crew members and more of them. This will greatly increase the chance of finding the recruit you are looking for whether that be a male, female, Kchor, or Fabricant. It also increases the odds of finding a crew member with the starting skills you are looking for. NOTE: This only applies to stations you have not yet visited - the change is not retroactive.

3/26/20 - 0.493
FIXED: Duplicate schematics will not be awarded. When you do find a new schematic as loot in space or ground combat, it should always be a schematic you do not already have.
FIXED: When crafting melee weapons, mod slots will be rewarded at the correct tiers.
FIXED: In very rare cases, ship equipment was being rewarded when turning in a ground faction mission resulting in broken ship equipment being placed in your backpack.
FIXED: Salvaging and crafting EXP bars displayed on the crafting and salvaging UI were not showing correct progress after recent changes. EXP was being rewarded correctly.
FIXED: When looting ore from ships, the amount of ore rewarded and placed in cargo is now correctly calculated.
FIXED: If you initiated a trade while in Achmedius at Halamis Ore, Hurzog Mining or the Slice Mines, universe data was not being sent to the Trade-Net correctly resulting incorrect drop-off and pick up locations among other things.
UPDATED: Increased the range at which ship loot containers are scooped to ship cargo. Increased the speed at which ship loot containers are moved to the cargo bay.

3/16/20 - Hotfix
FIXED: 1 hand pierce weapons will once again drop as loot and be added to vendor inventories.
FIXED: Heavy weapons now use the correct damage modifier from barrel mods.
FIXED: A few typos

3/14/20 - 0.492
--Picking up loot after destroying ships was not working in most cases.
--Targeting Arach's (spiders) is difficult. In the Aznari Ruins, There was a crash on some system configurations when fighting these enemies.

3/13/20 - 0.491
INCREASED CARGO VOLUME:
All smaller ships, including the starter ship, have higher base cargo volumes. Cargo expansions for these ships will also be larger (scaled from the base cargo volume of the ship). Adjustments to cargo expansions are not retroactive so you will need to buy new cargo expansions if you want the extra volume.

KCHOR
+ CRIT innate bonus with all melee weapons.
+ CRIT innate bonus with all heavy weapons.

FABRICANTS
--Fabricants are less likely to generate negative conditions when crafting regardless of skill level.
--Fabricants get a bonus to scanning ships and planets.

NEW: ROLLOVER INFO AND RIGHT CLICK EXTENDED INFO HUD
A new rollover info display. This display shows additional information at a glance - enemy difficulty, CTH, Remaining AP/Total AP, HP, shield points, and active debuffs. Right-clicking an enemy will display the extended info and targeting UI. I've had several comments that "hunting the pixel" is not fun - so, this revised hud lets you select individual body targets with the extended UI. When this UI is active, the targeted enemy is locked until you right-click again, press escape or the space bar. The extended information displays:
--Buttons that can be clicked to attack head, torso, legs, and arms
--You can reload your ranged weapon
--You can change ranged weapon fire modes
--Extended targeting information including min/max damage, range penalties if any and status effects that can be inflicted including the percent chance of inflicting the effects.
--Enemy resistance information (innate and shield totals) based on the active crew members' perception STAT. The currently selected weapon damage type highlights that particular resist icon.
Note that you can still attack without opening the extended info HUD, add attacks to the combat queue and even fine aim if you want to. None of that has changed.

RESISTS: Resists are now more important and can be reviewed by right-clicking enemies with the new popup extended info UI. Higher perception will display more resist information in the extended info popup when right-clicking enemies. Some second and third-tier enemies are immune to certain types of damage. Having an array of weapons that deal various types of damage can help you take your enemies down much faster. You now have options to change the base damage type of melee weapons (see below) to adjust your damage type strategy.

Resists have always been in the game, however, without a way to see them, it could seem at times that it took a long time to defeat a specific enemy. With the new display, you can now adjust your weapons to an enemy's weakness. An enemy that might take 10 attacks using kinetic weapons may only take 3-5 attacks using a weapon that does toxic damage. This is more important as your crew progresses.

Mitigation is now displayed in the combat log showing damage reduction from shields, armor/perks and defend.

PERSONAL SHIELDS REBALANCED
Personal shields were OP - they have been adjusted. Several things were done without modifying the loot tables so current shields are still viable without a reset.
--"The slow blade" - Melee weapons deplete shields faster than ranged weapons.
--The cost of recharging shields is now increased. The result is energy reserves for shields are depleted faster.

RIFLES AND HEAVY WEAPONS
--These weapon types now incur a ranged CTH penalty (unwieldy) when fired at close range. This promotes the use of sidearms and shotguns in close combat situations. You either need to move to range, or use your sidearms if you do not want to incur the penalty. There may be skill tree selections that adjust this penalty down when the skill tree's go in the game. A red rifle icon will display on the rollover info UI if the penalty is being applied at your current range to target.

SHOTGUNS
--Range slightly reduced for any newly purchased, dropped or crafted shotguns going forward.

SHOTGUNS, SMG'S, AND FLAMETHROWERS
These weapons now have a chance to inflict spread damage in a cone in front of the firing combatant. This effect only applies to enemies within a certain range directly in front of the firing character and applies up to 20% of the initial base damage to enemies in the weapons field of view before mitigation. This value will be increased with future changes to weapon skill tree selections. Status effects have a chance of being applied to secondary targets.
--SMG'S MUST BE IN BURST OR FULL AUTO MODES


MELEE WEAPONS
Frequency Modulators now allow you to add specific damage types to melee weapons ( thermal, electric, toxic and bleed). In addition to changing the base damage type of melee weapons from kinetic, these mods also have a chance to trigger an additional damage burst that bypasses all defenses, including Defend. The new secondary effect on this mod type replaces the critical modifier which was redundant and applied by other mods. Bleed and toxic augments also apply the bleed and poisoned status effects. Crafting adjusted for the changes above.

When a Frequency Modulator is equipped, melee weapons now display a unique particle effect associated with the various damage types.
The above changes also apply to NPCs in the universe.
Changes to Frequency Modulators are not retroactive, so older modulators will have the +CRIT secondary modifier.

Attacks of opportunity always inflict kinetic damage regardless of the modded damage type - at least for now.

PUGILIST WEAPONS
Pugilist weapons are in the game now. They are a way to augment to your melee skill with mods and damage bonuses, no special visual weapons are equipped at this time.
--While pugilist weapons to apply a small amount of base damage that scales by level and quality, primary damage derived from the characters skill level and stats.
--Mods - Melee mods and nano's can be applied to pugilist weapons bringing them in line with other melee weapons. Overall, pugilism is very effective.
--Crafting - You can craft pugilist weapons by deconstructing weapons you find. Schematics can be found by salvaging pugilist weapons or as rare random drops.
--You do not need to equip pugilist weapons to fight hand 2 hand, just unequip your current weapon as it has always been.
--Starting a new game and placing weapon points in the pugilism weapon skill will equip a starting pugilist weapon.
--Pugilist weapons can be equipped in primary and/or secondary slots.

UPDATED COMBAT BLOCKING/NAVIGATION
You can now move through your crew if they are blocking corridors or doorways. NPCs can still block you and you can block NPCs. IMO, this change is a huge improvement and I think a lot of new players were put off by being blocked by their own crew members. Being able to block an enemy is a tactic.

Crew members and NPCs now have discreet areas around them where movement is blocked. That is, you cannot click in a character's immediate area. This helps with pile-up and should help with missed combat clicks that move your crew when you intended to attack.

Crafting
--Reduced the chance of positive and negative crafting conditions
--Increased EXP gain for salvaging and crafting


FIXES AND UPDATES
FIXED: A bug related to key binds for the Q and E keys between space and ground key configurations.
FIXED: Double-clicking area exits could lock the game up in some cases - especially on the Dauntless when leaving.
FIXED: If a PC is in defend mode and hit during a round of combat, the display of the defend icon is correctly removed from the display.
FIXED: Status effects (toxic, bleed) that were mitigated completely by "Defend" are no longer applied to display 0 damage per tick.
FIXED: A number of fixes for occasionally missed clicks in the environment.
FIXED: Help hud not displaying in some cases.
FIXED: Intelligent Phage now have shields.
FIXED: The stash list no longer resets to the top on various actions.
FIXED: It was possible to add more than 10 crew members to your crew roster.
FIXED: Stairs in a specific mission location where you could get stuck.
FIXED: Broken dynamic lighting in one of the stations.
FIXED: If KO with status effects - status effects are now removed when you stand back up after combat.
FIXED: A bug that was deriving scanning bonuses from the incorrect crew member.
FIXED: In combat, if crew members are blocked by enemies and have a very long alternate navigation route to the target, they will no longer take the long route and a message is displayed to the screen.
FIXED: At level 80+ of melee skill, it is no longer possible to move small distances in combat (one node) for free.

UPDATED: Enemies in combat with the player no longer highlight when pressing the highlight key and cannot be targeted. Use the facing button while in combat - there is no AP cost to use this option.
UPDATED: If a NPCs target is blocked, they now make a second check for a new target nearby. If not, they handle various "blocked" tasks, like healing, looking for cover, etc.
UPDATED: Global tuning of enemy mitigation and shields.
UPDATED: Increased EXP gain for hacking and first aid
UPDATED: CTH values for burst and full-auto modes reduced globally based on range simulating less control when using these fire-modes.
UPDATED: CTH Values reduction values for various body parts are now fixed regardless of skill level, with the torso always receiving full CTH at any range. Head, arms, and legs receive a CTH penalty and bonuses to various status effects and damage.
UPDATED: Increased damage from "Bleed" and "Poison" status effects
UPDATED: Increased base damage from frag grenades
UPDATED: Numerous changes to resistances across all enemy types
UPDATED: Modulators and barrel mods now drop as loot more often and are the primary +DMG mod type for ranged and melee weapons.

2/7/20 - 0.485
A good number of performance optimizations in some of the universe management AI.
Consolidation of numerous game assets to reduce the footprint of the main game resource file.
A few camera adjustments. More things like box selection and other adjustments will come in the future.
--Camera smoothing adjustments.
--Camera now zooms directly instead of using a perspective offset.
--When clicking a crew member directly in the environment, the camera is not moved/centered on that character.
--Single left-click on a portrait will select that crew member without resetting the camera.
--Double left-clicking a portrait now selects and centers the camera on the selected crew member even when moving.
--F1-F4 keys center the camera on the assigned crew member.
--"Q" centers the camera on the currently selected crew member and also locks the camera to that crew member during movement as it always has.

UPDATED: Right-clicking a crew member portrait will now open the character information screen for that character so you can easily review the information and assign STAT points on level-up.

UPDATED: When selecting a crew member while moving by clicking portraits or selecting the F1-F4 keys, movement is no longer interrupted. This applies to both single and group movement.

UPDATED: Hacking and First aid skills are no longer capped when at the 5 skill limit and you will continue to gain experience in that skill.

ADDED: An experimental setting in the video options menu that removes the 60fps framerate cap. Use this with caution and if you have any issues with movement, loading, etc., turn it off. If you do use this, make sure that VSync is set to application controlled in your video card control panel (default).

FIXED: A bug that would let you duplicate the Dr.'s when first arriving at the Aznari Ruins.
FIXED: Offline mode enabled.
FIXED: The number of possible conflicts in star systems (NPC -VS- NPC) at any time has been reduced. It was possible that many of these could be going on at the same time, reducing performance in star systems.

1/24/20 - 0.484
FIXED: Slow or unresponsive saves. I have two reports on this issue and this patch should resolve the problem.
FIXED: Mutant "sliding" movement.
FIXED: In some cases, closing the map with the keyboard shortcut "M" would not work and you had to manually close the map.
UPDATED: Map fog of war has been updated for performance. Fog of war data on maps has been reset.
A few other optimizations for performance.

1/17/20 - 0.481
Shaders are now pre-compiled when you launch the game.
--The majority of all shaders are now generated via a database at game launch. I would say 80% of all shaders are in the d-base now and more will be added over time.
--As you play the game, if a shader is not pre-compiled it is added to the database and saved so the shader does not need to be compiled on the fly ever again.
--Certain video drivers could crash - though this was very rare - when compiling complex shaders on the fly. This patch should address that.
--In some cases, when entering an area the first time after this patch, there may be a short period of stuttering as shaders are initially linked to materials.
--If you experience any issues, please post here. I'll keep an eye on this thread.

You can now adjust mission length when speaking with a faction agent - Short - AVG 40 Min, Medium - AVG 1-2 Hrs, Long - AVG 2-4 Hrs.
You can now browse available missions while the mission window is open by selecting the "Next" button. A new mission will be offered.
You can now double click crew equipment (shields, armor, weapons) to equip them from inventory. Mods and devices need to be placed manually.
Active status effects are now displayed below each crew member's portrait along with their active duration.
Various code optimizations for performance.
A few changes to the way the physics engine handles movement.
A few changes to the animation system.
A few animations fixes/updates
A few changes to idle and facing blend animations so they can be interrupted when moving characters. This makes movement more responsive.
The game now generates a backup "sav_dat.xml" file that is not stored on the Steam Cloud when saving the game - just in case there is a disk write error of some kind.
A possible fix for a rare lockup when healing.

FIXED: A bug that was causing random animation and physics slowdown.
FIXED: A bug that would leave idle states running at 1.5x normal speed in certain cases.
FIXED: Autosave when leaving the Dauntless.
FIXED: A bug that would leave equipment quality color border visible when unequipping an item.
UPDATED: When grenades and medkits are enabled, a reminder message is displayed when ending your turn to deselect these items from the toolbar. I think in some cases, this was causing confusion. I'll be looking into an automated solution for this.
UPDATED: Ship collision damage reduced. Collision damage now affects shields and armor.

1/2/20 - 0.480
ADDED: The Kchor and Fabricants. You will find these two mutations on stations throughout the universe. Fabricants and Kchor can now be recruited as Mercs and added to your party when exploring.
UPDATED: Several Shikaru armor materials updated
UPDATED: A number of weapon SFX for timing
UPDATED: Ranged weapon muzzle flash lighting
UPDATED: Weapon, armor, shields, and mods now display a colored border based on quality in the equipped slots for each crew member. The quality level of these items now has a dedicated display field in rollover info.
UPDATED: Hundreds of animations updated - including increasing overall speed of animations in combat.
--Animation timings on end walk in and out of combat for less delay when navigating.
--All human animations adjusted for less foot sliding, better hit animations and overall speed
--Fixed a large number of wonky animations that have been plaguing the game for a long time.
--A number of enemy animations updated
--Unique animations added for 2Hand Pierce weapons
--Mapped all animations to the KCHOR
--Mapped all animations to the Fabricants
--I have a number of animations that I am still working on and there are a few
transitions that need to be fixed.
FIXED: A bug that would cause music to stop playing in some cases.
FIXED: A bug related to sound volume settings not being correctly saved and loaded.
FIXED: In some cases, it was difficult to enter your first starship after exiting the Aznari Ruins.
FIXED: A number of broken weapons SFX.
FIXED: When loading to space, rarely the ship camera would rotate uncontrollably.
FIXED: A number of stability fixes.
FIXED: A bug with crafted epic tier "laser beam" turrets.
FIXED: A few typos.

11/19/19 - 0.471
UPDATED: Space combat awards more EXP to ship skills.
UPDATED: A few adjustments to salvaging and the value of crafted items at high levels. It was very easy at higher levels of skill to generate a shipload of crafting mats from a few items and make large amounts of credits.
UPDATED: The beacon in Achmedius cannot be destroyed now. You must place a single beacon in any other star system before the Trade-Net is activated.
UPDATED: Moved the "Destroy beacon" button away from the translocate button on the beacons menu.
UPDATED: I did a bit of work on movement to reduce the idle delay, rotation speeds, etc to make movement a bit more responsive. I'll be doing more work on this as I continue towards the next content update that includes an update of character animations and ground combat.
UPDATED: "Bloom" values adjusted globally. This provides increased intensity at higher settings and a more defined glow effect. You can adjust the intensity in the video options panel.

Added depth and motion blur effects to the game. The effects are a bit more subtle in the ground locations. Some won't like these at all but the option is there for others that do.
ADDED - EXPERIMENTAL: Option to turn on motion blur. This option has an effect on FPS and is off by default. The option is in the video options panel.
ADDED - EXPERIMENTAL: Option to turn on depth blur. This option has an effect on FPS and is off by default. The option is in the video options panel.

11/14/19 - 0.470
UPDATED: When colliding with another ship, if you are following a ship, your target is no longer reset.
UPDATED: When colliding with another ship, your ship no longer stops. You do take damage as before.
FIXED: Display of equipped primary and secondary mods that provide damage bonuses fixed. Now, the correct bonuses are displayed on each equipped weapon as intended both in the rollover info and below the equipment display.
FIXED: Thrust and afterburners will no longer cancel out ship rotation values when turning using the keyboard.

11/2/19 - 0.469
FIXED: When disassembling missile turrets, the correct parts are generated.

10/31/19 - 0.468
UPDATED: Basic schematics have a higher drop rate so they should be easier to find.
UPDATED: Initially, before getting your ship, you will loot at least a few basic schematics.
UPDATED: Reduced the base cost of mining turrets from vendors so they are accessible early in the game.
UPDATED: Reduced frequency at which NPC and PC AI scan for targets on level load and during world interactions to avoid a rare lockup.
UPDATED: A message displaying the number of units of ore required to start the refinery is sent to the screen if the refinery cannot start.
UPDATED: When mining, turrets now stop firing automatically when your cargo hold is full.
UPDATED: If you attempt to micro-warp and your turrets are active, turrets are automatically turned off and micro-warp is triggered.
UPDATED: If you forget to turn your shields on and are jumped by enemy ships, they are turned on for you automatically. Of course, not ideal as you really want your shields charged to "full" before combat. Your shields cannot be turned off while in combat.
UPDATED: When closing the salvaging hud, you now return to the inventory screen.
UPDATED: Occurrence of "Level up" voice SFX reduced.
UPDATED: Hacking and auto-hacking are faster.
UPDATED: Reduced frequency of AI ships attacking each other in star systems to improve performance.

FIXED: When salvaging mining lasers, the mining lens housing was not being generated.
FIXED: Schematic experience is now granted when salvaging missile turrets.
FIXED: A label display error with cleared planetary bases.
FIXED: Neutral factions now correctly display neutral faction in the faction progress bars on map and system info HUD.
FIXED: A number of UI text display issues.
FIXED: Occasionally the camera could get stuck in a rotation state until you clicked again.
FIXED: Perlite icon is now displayed correctly in Trade-Net.
FIXED: Occasionally the auto hack button was left displayed on the screen.

10/25/19 - 0.465 - Crafting and Salvaging
Added the first pass at the salvaging and crafting system. Details here https://steamcommunity.com/games/465490/announcements/detail/1648807378212065224
FIXED: A rare case where ship cargo could not be looted
FIXED: A rare case where incursions would not trigger
FIXED: Duplicate stats on high-quality armor
FIXED: Map, load/save and cargo storage screens close with the ESC key
FIXED: A few UI font scale issues
FIXED: A few typos
FIXED: A bug related to the correct rollover info displayed for equipped devices
UPDATED: FTL Drives and refineries are now dropped as loot in ship containers
UPDATED: Stun grenade effect reduced from three to two combat rounds
UPDATED: Frag grenade damage increased
UPDATED: Gas grenade damage increased per round of damage

7/29/19 - 0.427
FIXED: A bug that would not allow players to unlock smuggling. If you completed the mission, you should now see smuggling trade goods in the Trade-Net. Over time, stations around the universe will start placing buy and sell orders for contraband goods.
FIXED: A bug that would allow some mission types to complete once a single area of the mission was cleared - rather than clearing the entire mission map.

7/19/19 - 0.426
FIXED - Fixed a few issues with music not looping correctly and/or not being restored after combat.
FIXED - A rare bug on the Dauntless and Ruins that could place the player in an area where the scene was completely black.
FIXED - If you did not complete the "ID the body" mission on the Dauntless, the mission will be removed from the mission list once you leave that area.
FIXED - If a crew member is KO by a grenade or rocket launcher, killing the last enemy and ending combat, the game will no longer lock up and the crew can continue as intended.
FIXED - A few minor fixes for text that was not fitting in some UI elements.
UPDATED - Interceptors and light fighters never use capacitor when the afterburner is active - in or out of combat.
UPDATED - Interceptor and light fighter afterburner speed increased in and out of combat.

7/12/19 - 0.425
FIXED: Completed eliminate missions now display the green "cleared" state on the mission objective map if an area is cleared after the primary "eliminate" mission objective is completed.
FIXED: Hacking tool no longer displays stats. All hacking bonuses were moved to perks a while ago.
FIXED: If you were queuing up attacks and ran out of ammo when using the combat queue - the game would lock up and you would need to reload a save to continue. Bad bug - thanks for reporting it!
FIXED: A very rare case where some system configurations could not load required DLL's at the start of the game causing a forced exit when clicking past the EA display screen.
FIXED: A bug that would display "NONE" in the dialog field instead of Dr. Emily Jensen while in the Ruins.
FIXED: A number of typos.
UPDATED: Key binds would not allow binding of the up and down arrow keys. All key binds have been reset and you will need to re-map your keys. I am looking into key binds for grenades and med-kits for a future patch.
UPDATED: When a weapon is equipped, mod slots are now clearly labeled in the weapon mod slots menu as "Mod slot not available". This should make it less confusing when players try to identify equipped weapons that actually have mod slots.
UPDATED: Added arrows to the portraits on the character information and inventory screens so you can scroll through active crew members with the mouse rather than using the F1-F4 keys. The F1-F4 keys still work if you prefer to use them.
UPDATED: Adjusted ship materials so they load faster resulting in less hitching when NPC ships are loaded in star systems and the FTL map.
ADDED: "Steering" mode for ships. Holding the left and right mouse buttons will now place the camera behind and slighting above the ship. You can move your mouse in any direction to steer the ship in this mode. Additionally, the left and right turn keys used while in steering mode will accelerate turns. Releasing the mouse buttons will return control to the normal state.

6/27/19 - 0.423
FIXED: A bug that could override the framerate cap of 60FPS needed for physics engine stability.
FIXED: Damage values displayed in the character portraits during combat now fit correctly.
FIXED: In some rare cases - dialog at Craysons Depot could not be triggered.
FIXED: When traveling to the very edge of the universe, enemy AI in ground combat should now work as intended.
FIXED: Display of information for scanned planets in neutral systems that have planetary bases in deep space (level 100 areas).
FIXED: A few typos in log entries.

6/23/19 - 0.421
FIXED: In some cases, EXP was not being rewarded in space combat if other ships were fighting in a star system or multiple enemies were targeting the player.
FIXED: If you purchased a new ship and a refinery was equipped on your previous ship, the refinery was copied to the new ship.
FIXED: Melee crew members (especially pugilists) could click approach and then attack an enemy, even if that enemy was not in range.
FIXED: Melee crew members with a primary weapon unequipped (primary pugilism) required 3 AP instead of 2AP to attack.
FIXED: When pressing escape from the vendor window or other windows with rollover info popups displayed, the popup now closes correctly.
FIXED: If a status effect is removed ( hobbled and crippled), the correct AP cost for weapons is restored in the weapon display.
UPDATED: Tooltips for mods now display the weapon class the mod can be equipped to, or all weapon types if a nano.

6/20/19 - 0.420
FIXED: Key controls for world vs space would not correctly restore the appropriate key set if you entered options, selected the alternate control set and then closed options. (E.G. Exploring a ground location, open options->Controls and switch to the space tab, then exit).
FIXED: A number of UI elements were overlapping on 4:3 resolution monitors.
FIXED: A few areas where new fonts were not fitting in the UI correctly.

6/19/19 - 0.419
FIXED: A cursor glitch when opening and closing the map on some systems.
FIXED: Occasionally a specific music track was not playing correctly.
FIXED: An error that was displaying incorrect values for perk bonuses applied to various ship stations.
FIXED: When you launch to space the very first time, the objective tracker is displayed after a few seconds to display your first active missions once launching. This should help new players target their first mission destinations.
UPDATED: Incursions will no longer be triggered when first launching to space after leaving the Ruins. You will need to land at the Achmedius Trade Port and complete the "Travel to the Achmedius Trade Port" mission before incursions are triggered. This is to help new players get at least a little experience flying around before a ship attack is triggered. You can still be attacked by hostile ships if they are within range and notice you.
UPDATED: Grenade and rocket explosions now have an updated effect.
UPDATED: Performance improvements for the map.
UPDATED: A new font for the game. This font is very crisp and should improve the readability of text. I'll be doing more work on the fonts over time to differentiate them with a focus on readability.

6/14/19 - 0.417
ADDED: Added the map.
--The map includes fog of war so you can view where you have been.
--Zoom, scroll, center.
--You can see various icons like mission markers, vendors, faction agents, exits, mercenaries, etc. A "legend" for the various icons which match the radar is available on the map.
--Persistent data. Wherever you go in the universe, your tracked progress is saved.
--Your saved key binds have been replaced so I could remap "M" as the default key for the map. The crew manager has been moved to "J".
--The in-game help screen and guide have been updated to match the new default keys.

FIXED: When exploring ground locations with a single crew member, the game will no longer crash when manually entering or leaving combat.
FIXED: A bug that could generate ship equipment when turning in agent missions. This would place ship equipment in general inventory instead of the cargo bay - breaking rollover info and a few other things. NPC's now have a brief cooldown period before you can interact with them when an area loads. IMPORTANT - If you do find any ship equipment in your general inventory (not in your cargo bay), you should drag that item to the trash and delete it. These items cannot be sold or used.
FIXED: "Gadolinium" added to the commodities market. Trade contracts for this item will start to appear over time.
UPDATED: Reduced space skill experience requirements per level.
UPDATED: Mercenaries now display a bright yellow dot on the radar and map so they can be distinguished from other regular NPC's on stations around the universe.
UPDATED: Hacking and First aid skill progression will now continue even if you are at the level cap.
UPDATED: Reduced hacking and first-aid experience requirements per level.
UPDATED: Improved dynamic shadow resolution.

6/6/19 - 0.413
FIXED: The objective tracker now correctly targets the mission return location if an agent mission is completed.
FIXED: Agent mission return destinations in the objective tracker now correctly targets a planets surface or station depending on where the mission was originally accepted. This is not retroactive, so previous missions, if taken on a planet surface, will target stations.
FIXED: A error with default FTL drives that was calculating base FTL speed incorrectly. This fix is not retroactive so if you do have a "Stock" FTL drive that seems faster than other quality level FTL drives available for sale, you get to keep it. You will likely want to swap out that FTL drive eventually when sub-system damage goes in the game for a FTL drive with higher HP.
FIXED - Old autosaves are no longer displayed in the save game menu.
FIXED - When swapping crew members in and out of your active crew, it was possible that perks from the previous crew member would be assigned/enabled on a crew member that had not selected those perks.
FIXED - A bug that was not correctly displaying shield bonuses from the electronics station (perks etc.) unless the crew member was in the active ground crew.
FIXED - A bug related to recruiting NPC crew members gaining incorrect Hand2Hand skill for secondary weapon if that was their specialty.
FIXED - Closed out a number of bugs related to the Trade-Net displaying incorrect contract target system information. This rarely resulted in arriving in a system that was not the correct destination target.
ADDED - Added the old music into the music track list for space and ground exploration.
ADDED - you can now preview mercs before recruiting them. Mercs now cost an initial fee based on their level. High-level mercs can be very expensive, so fill out your crew early in the game.
UPDATED - An increase in the base number of trade goods vendors buy/sell.
UPDATED - The last audio track played in an area is saved and loaded the next time you load an area.
UPDATED - You can now place beacons on the FTL map. When you get close enough to a star system, the beacon icon will be displayed in the lower left of the screen. Target the system, open the beacon menu and you can place a beacon in the targeted system. You cannot destroy beacons or translocate using the beacon menu on the FTL map. This should help players quickly build a larger Trade-Net.
UPDATED - When in FTL space, star system labels now display a "*" next to their name if a beacon has already been placed in this system. It should make it easy to identify systems where you could place a beacon to expand your Trade-Net.

6/1/19 - 0.412
ADDED: A short mission that unlocks Smuggling. Speak with Forley Coresh on the Achmedius Trade Station. He will help you start your new career.
ADDED: The Objective Tracker. All missions and Trade-Net contracts (buy/sell) are now displayed in the objective tracker while in space. The tracker can be opened/closed using an icon on the right center of the space exploration UI. Selecting a tracker mission or contract entry will display the targeted star system, planet or station in the info panels so you can easily navigate to the destination. Selecting an item in the tracker will:
1) Target the destination planet or station if you are in the same Star System where the mission/contract is located
2) Target the destination Star System if you are in FTL space

UPDATED: Increased the min/max base margin values for the Trade-Net across the board. This means there will be lower sale prices and higher buy prices available depending on the size of your network. These adjustments will become available over time as trade contracts are refreshed.
UPDATED: When translocating using Jump Points, ship fusion cells are now used instead of ground weapon fusion cells. The cost is still the same - 5 fusion cells per jump.
UPDATED: Incursions now only provide a positive faction bonus for the faction that initiated the incursion.
UPDATED: Faction rewards in space combat adjusted:
--Incursions generate higher individual faction bonuses for the faction that assigned the incursion. Additional factions (factions other than the assigning faction ) no longer generate faction bonuses. It was too easy to gain alignment with other main powers in the Universe while doing work for a specific faction.
--Destroyed ships from non-incursion attacks in hostile systems will only generate negative faction based on that system.
--Destroying ships that are not part of an incursion and not direct attacks in hostile systems will generate single digit faction bonuses for all non-aligned factions and normal negative faction based on the ship destroyed
UPDATED: Trade in values when buying a new ship increased. Note that CHA applies to all ship purchases decreasing the price of buying a ship and increasing the value of your trade-in. This has always been the case.
UPDATED: You now have a much lower chance of being attacked when you have an active delivery contract if that contract is not contraband. A higher chance of being attacked by Raiders and Scavvers if you have an active contraband delivery contract.

FIXED: A lockup when docking at stations, planets and translocating if under enemy ship fire.
FIXED: A rare crash related to enemy ship beam weapons.
FIXED: Incursions will now reward faction for the system where the incursion is taking place, regardless of whether the system is a main or sub-faction.
FIXED: A very rare persistent yellow particle effect left in the scene after space combat.
FIXED: Old auto-saves - that is auto-saves created before the new auto-save system (rotating between 4 dedicated save files) are no longer displayed in the load/save menu. This will clean up save lists for players with games that were created all the way back to the start of Early Access.

5/20/19 - 0.409
FIXED: Another edge case with older saves that could display trade contracts from stations that are no longer in certain systems.
FIXED: Cargo volume displayed incorrectly when using sorting options. Could allow you to add more cargo than your cargo hold could carry.
FIXED: Cargo volume was displayed incorrectly in the vendor UI when sorting cargo.
UPDATED: You can now sell refined ore to vendors at or below average market value. This should help starting players who want to mine and sell refined ore.
UPDATED: Adjustments to vendor ore sale values - ore values are always below the market average and best market purchase price. Mostly applies to low-value ore.

5/17/19 - 0.408
FIXED: Planets were displaying completed mission landing locations after completing a mission. You could land at these sites but no enemies were present and the location was bugged. These locations are no longer shown on planet surfaces. If you are in one of these locations, just exit to space. The landing location should disappear.
FIXED: Panning and rotation using the keyboard no longer cancel each other out.
FIXED: When overriding a key bind, the override pop up now correctly displays the key you are overriding in the text field.
UPDATED: A few adjustments to enemy movement related to the physics engine. Will see if that fixes a rare bug with enemies losing their way when traversing the navigation mesh.

5/15/19 - 0.407
FIXED: A bug that was transferring cargo expansions between ships. If you have this bug, you can either keep the current cargo expansion or buy new cargo expansion and drag that to the cargo expansion slot in your ship.
FIXED: An error that was not properly applying drone perk bonuses. Perk bonuses for speed now correctly apply to mining and travel speed.
FIXED: If self stunned in combat (stun grenade etc.), you can now use the end turn hotkeys. Previously required that you manually click end turn options.
FIXED: Cargo values displayed below the center ship UI. Let me know if you see numbers that do not match your current cargo hold. This display updates every few seconds.
UPDATED: You can now cancel trade contracts from the Trade-Net menu. Select the contract you want to cancel in the list and then select the "CANCEL CONTRACT" button.
UPDATED: Refinery button moved to the bottom of the refinery menu.
UPDATED: The storage transfer menu now allows you to specify the number of items to be transferred with an updated VALUE entry field (bottom center of the transfer popup).
UPDATED: The drone manager now displays the quality level of the node being mined for each drone in the list as QL-1 through QL-10.

5/10/19 - 0.405
FIXED: Over time, Trade-Net contracts were being removed and not regenerating.
FIXED: In some cases, the color coding and arrow display in the contracts area of the trade net was being displayed incorrectly.
FIXED: The stacked item slider is now fixed in cargo storage.
FIXED: Phosphate can no longer be purchased for zero credits.
FIXED: Skills that are capped at 100 skill level now correctly display a full bar of skill experience in the character info hud.
FIXED: If you had a max skill of 100 in mining, you can now select mining perks
FIXED: If you have the current maximum friendly status with a faction, the faction bars in the upper left character hud and the log->map now correctly display as full. I expect that I will be adding additional tiers of faction in the future. Faction continues to be accrued even when at maximum with any faction and that is intended.

5/8/19 - 0.403
Added the Trade Net:
The Trade-Net is a marketplace where goods are sold by various orbiting stations across the universe. Trade Stations issue buy and sell contracts for goods required by the population of that system. These goods are transferred between orbiting stations and planetary colonies.

The Trade-Net is not available until you leave Achmedius and place at least one beacon near a Jump Point in another system. Once you place a beacon in another star system, Achmedius will be added along with any other star systems where beacons are placed. If you have already placed beacons in an existing save, the entire available Trade-Net will be visible when you load that save.

Trade contracts are delivered through the cargo storage terminal on stations. Cargo storage has been revised so it opens immediately without the need to purchase storage. If you want to buy cargo storage at a station, just open the cargo storage terminal and select the option to purchase storage. Delivering or retrieving purchased Trade-Net items is as simple as traveling to the station where the trade contract was placed and retrieving or placing the cargo in storage. The contract(s) are completed when closing the cargo storage menu. Cargo storage has a new area at the bottom of the UI that displays delivery contract information.

A few notes related to the addition of the trade-net.
  • Over time, the number of trade goods in any available contract on the trade-net are reduced as AI merchants accept orders.
  • Trade goods and refined ore cannot be bought from or sold to vendors, only traded via the trade net. These items will not be displayed in the vendor interface.
  • Mining and mining drones now have a slightly lower chance of collecting rare earth minerals and rare ore to offset market pricing.
  • The amount of ore retrieved while mining, especially at higher levels has been adjusted.
  • Mining drones sell ore at a reduced price now that the Trade-Net is in the game to balance the economy. Retrieving ore, refining it and then selling it is the most profitable path - however, automated drones still generate significant income.
  • Commodity merchants and ore vendors have been removed from trade stations now that the Trade-Net is implemented. They may come back as something new when crafting goes in the game. Ore can still be sold to vendors, though using the trade net to find the best price is likely more profitable.
  • The ore vendor on Hurzog Mining is now a general merchant. Scarby's dialog has been revised to reflect that.
  • If a beacon is placed in a hostile system, trade data is not streamed to the Trade-Net for that system. You cannot trade with hostile factions.
  • You gain a small amount of mining experience for refining.
  • Gas nodes on planets have been removed and replaced with mineral nodes. I may look at gas mining again at some point in the future.
Added Refining:
You can purchase and equip a refinery on your ship. Refineries let you convert raw ore to refined ore – a more valuable commodity. Refined ore is used for crafting items and across the universe for building stations, colonies, and goods. You can purchase and equip a refinery at any ship equipment vendor. Like all ship equipment, refineries are ship specific so you cannot swap them between ships. Refineries equip to your ships “hardware mount point”.

You can refine anywhere - in mission areas, in space, it doesn't matter - as long as you have ore in your cargo hold. So, you could have a ship with a large cargo hold full of ore and go complete a ground mission while all that ore is being refined.

Mining perks:
Mining perks have been added to the game. There are three lines - Drones, Refining and Mining. Each gives you bonuses to various functions of each of these utilities. For example, selecting drone perks will give you bonuses to drone mining speed and the quality of ore mined by drones. If you already have high enough skill levels in mining, you can assign perks to the skill line as usual in the character information screen. Just select mining from the list on the right and the perk choices will be available.

An important note, mining queues off the crew member assigned to the weaponry station. So, bonuses are derived from this crew member and the perks assigned to them.

Also, bonuses to the speed of your mining turrets are derived from both the level of mining skill and the perks assigned to the crew member in the weaponry station. Those bonuses are applied to your turrets reload speed. A high mining skill and selections from the mining perk line will produce ore at very high rates at high skill levels.

Smuggling deserves more than just a simple on/off switch. I'll be adding a bit of storyline very soon that will allow you to unlock smuggling. Contraband items are in the game now for the trade-net, however, they are hidden until I do a bit more work on this system.

There is now a very small chance that you will be attacked by hostile ships when entering a star system. You will be warned if this is the case and have a few seconds to put your shields up or micro-warp away from that area. The chance of this happening is slightly higher if you have active delivery contracts.

Guide entries have been added to the in-game guide for the Trade-Net and Refining. You can find the guide by pressing “H” and selecting the “Guide” button at the top of that screen.

General fixes:
FIXED: In large open areas, a very long path was generated in some cases for the selected PC that would cause the framerate to drop.
FIXED: In some cases, loot dropped by enemies could not be selected if the loot dropped on a stairway near a door.
FIXED: A dupe exploit related to cargo storage.
FIXED: Incorrect info displayed in a few rollover labels.
FIXED: A bug related to recruiting a heavy weapons NPC that would overwrite the primary PC's ranged weapon ammo type. This fix is not retroactive.
FIXED: You can now eject cargo while in FTL space.
FIXED: The cargo volume label at the bottom of the center ship panel now updates correctly as ore/cargo are added.
FIXED: The beacon icon in the lower left of the screen while in space now disappears correctly when moving away from a jump point.
FIXED: Drone menu in space and in the log->map window now responds to the ESC key to close the menu.
FIXED: Opening and then closing the Steam overlay would break movement at ground locations until ESC or a menu was opened or closed.
UPDATED: The cargo list on the ship info screen now updates every second. The number of cargo items is also updated.
UPDATED: When rolling over systems on the star map, system names in the info popup with a "*" next to their name have a beacon placed.
UPDATED: Cargo storage terminals now have a unique icon on the radar.
UPDATED: Adjusted rollover info for ship equipment so it's clear that the equipment fits ship type, not ship class.

4/5/19 - 0.188
Stability fixes:
--Capped framerate at 60fps - I'll look into uncapping FPS during late alpha. In general, capping the framerate at 60 keeps the physics engine (and overall framerate) stable on higher-end systems with fast CPU's/GPU's and high refresh monitors. The game actually plays much smoother for me running at a 144hz.
--Clearing some dynamic data before level loads.
--Integrated the latest Steam API for stability, upcoming achievements and other plans I have for the game.
--Removed a few files that that game does not need (may have been causing conflicts on some systems).

FIXED: A bug related to autosaves on the Dauntless.
FIXED: A bug related to volumetric effect coloration in certain star systems.
FIXED: Rollover info labels are now displayed correctly when hovering over docking and landing icons.
UPDATED: Added additional info to the star system object list in the upper left HUD that displays the [NEAREST] jump point.

3/25/19 - 0.186
FIXED: When exiting Dauntless the game was generating two autosaves.
FIXED: When leaving the Dauntless, items equipped on characters other than the main character are correctly moved to the stash.
FIXED: The number of items in ship cargo holds could be displayed incorrectly in rare cases. Cargo volume is now correctly displayed in the vendor UI, when viewed in the ship cargo UI and in purchased cargo storage. If you have a current save that displays incorrect cargo volume, this patch should resolve the problem.

3/24/19 - 0.185
FIXED: A display error for perk bonuses to the weaponry skill. Specifically bonuses applied to reload speed and efficiency displayed on the ship screen under "Skill Bonus"
FIXED: Targeting a planet and traveling to FTL space then clicking the upper right info panel even if it displayed "No Target" would display the info panel with bad info.
FIXED: Placing a beacon and then deleting another beacon would cause the beacons list to not display the most recently placed beacon.
FIXED: Display of number of drones deployed and in inventory in the log->drone UI
FIXED: The game would lock up while hacking if you had perks selected from the auto-hack line at higher levels (Mystic Keycard, Master Key etc.) when those perks were triggered.

3/18/19 - 0.182
FIXED: Rare random lockup when entering or leaving combat.
FIXED: A bug related to populating the star map search data based on your location in the universe. This could have made it hard to find purchased ships located at remote stations.
FIXED: A bug that would add an empty character between the save name and time played values in the save UI when overwriting an existing save.
FIXED: Deleting saves while in the save game UI could cause a bad entry in the save list.

3/13/19 - 0.181
Resolved issues with several instances where opening a menu and not closing it would cause the game to lock up. Specifically:
--Opening the Drone Manager from the log screen and then pressing the ESC key or any other key that would navigate you to inventory, character information etc. would lock up the game. Thanks again for the reports.
--Opening the "Reputation" menu from the log screen and then pressing the ESC key or any other key that would navigate you to inventory, character information etc. would lock up the game.
--A change to the core AI architecture

3/9/19 - 0.180
10 more ships updated
The drone mining system released - details at the link
https://steamcommunity.com/games/465490/announcements/detail/1790649841808030188

2/23/19 - 0.179
--Planetary gravity well indicators should display now for all planets
--A rare edge case related to the keypad to the room where Phestus is located
--Reduced the experience requirements for space skills (Piloting, Weaponry, Electronics, Targeting)
--Moved a few icons around on space hud. Added a few icons for the upcoming drone mining system.
https://steamcommunity.com/sharedfiles/filedetails/?id=1664676057

2/21/19 - 0.178
--Fix for a bad shader compile in the last build (sorry about that!) - likely cause of some of these lockups.
--Performance improvements when loading between areas. Down from 17 seconds to 7 seconds on a i7-8700 3.7Ghz and NVidia GTX 1070 running a SSD. Some work to do yet with SFX timing for landing.
--Fixed an assert related to load timing.

2/18/19 - 0.177b
--A few fixes for the loader.
--A fix for an edge case related to cargo storage on stations.

2/16/19 - 0.177
UPDATED: Improved loading speed when moving between areas.
UPDATED: Autosaves now take place before transitioning between areas.
UPDATED: Autosaves are now displayed at the top of the load/save menu under the quick-save slot. You can no longer overwrite or delete autosaves.
UPDATED: When saving over an existing save game, that save games current name is displayed by default with a new time stamp in the save confirm dialog.
UPDATED: Increased the animation speed when swapping weapons.
UPDATED: Ship equipment merchants will always carry at least one mining laser.
UPDATED: NPC ships can now be intercepted when micro-warping.

UPDATED: Added new logic for approaching NPC ships so you follow at a distance once in range. This should make intercepting ships in star systems much easier.
--Reduced the speed of NPC ships that are micro-warping to destinations so you can intercept.
--When you are micro-warping and you target a ship and press the "Approach" icon, you will now approach that ship and match that ships speed once you are in attack range.
--If you target another ship or stellar object, you will accelerate back to full micro-warp speed.
--If the targeted ship arrives at it's destination while you are following the ship, you will drop out of micro-warp in range of that ship.

UPDATED: Increased the frequence of drops for several rare mods (Frequency Modulators and Projectile Weapon Barrels).

UPDATED: End turn options now have dedicated key binds:
[1] - Delay Turn - If you have a full bar of AP, this option will let you delay your turn in the turn order.
[2] - Defend - A chance to reduce or completely mitigate the next attack on this character.
[3] - End combat turn

UPDATED - When you are ready to end your turn, you can now press [SPACE] a second time to end your turn so you do not need to manually select a end turn option. This is the same as selecting the new keybind - [3].

UPDATED: Another tweak to the number of ships traveling to/from systems.

FIXED: Fixed a rare random lockup when transitioning between areas. This includes a major overhaul of the loading code when transitioning between areas. If you have any issues moving between areas, please post on the bug forums. I've tested this heavily and everything seems to be working as intended. I'll keep an eye on the bug forums over the next few days to make sure the new system is working as expected for everyone.
https://steamcommunity.com/app/465490/discussions/7/

FIXED: A rare bug related to high faction levels not populating the system object list (upper left menu when in space) correctly.
FIXED: A rare bug related to high faction levels not displaying correct faction information in faction UI on the star map.
FIXED: The names of equipped devices are now correctly displayed when rolling over the icons on the tool bar.
FIXED: Particle systems were not triggered when launching to space when you first recieve your ship.
FIXED: If a rollover tooltip is visible and you leave a menu using the ESC key, that tooltip is hidden correctly.
FIXED: A visual glitch in the new game cinematic when exiting the crio-chambers.
FIXED: When starting a new game, after the intial cinematic, you will not be able to edge scroll until your implants are activated. You can also recenter the camera on your crew with the "Q" key and access the help menu "H".
FIXED: You can no longer select the end turn option "Delay Turn" if you do not have a full bar of AP.

HOTFIX 2/10/19 - 0.173
Rolled back a small change I made to the loading code. Let me know if you have any issues loading between areas by posting on the bug forums.

2/9/19 - 0.173
UPDATED: Another 10 ships have had their models replaced with final ship models
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

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

2/1/19 - 0.172
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.

HOTFIX - 1/19/19 - 0.171
FIXED - One of the trade stations had an area that was inaccessible.

1/18/19 - 0.171
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

Added cargo storage on stations.

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.

12/21/18 - 0.170
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.

12/8/18 - 0.166
UPDATED: You can now mark items for sale in your shared inventory, stash and cargo hold. Just Alt-Click items to mark them for sale.
--A check mark will appear over the item in your shared inventory.
--A check mark will appear next to the item in the cargo and stash lists.
--Alt-Click again to remove the marked state.
--You cannot mark stacked items for sale (health packs, grenades etc.)
--You can also mark ore - however, see below - I've added a special "SELL ALL ORE" button to the vendor inventory.

UPDATED: Vendors now have new options that let you sell all marked items from your inventories and all junk items in your inventories. Make sure you really want all of these items sold before you select these options. Of course, you can always buy them back if you made a mistake.
--When selling to a vendor, you can sell all marked items from your shared inventory, stash and cargo bay with one click. Each item sold will be displayed in the game log and a total for the transaction will be displayed in your log.
--When selling to a vendor, you can sell all junk items with one click. Each item sold will be displayed in the game log and a total for the transaction will be displayed in your log. Selling all junk sells all vendor trash items in both your shared inventory and stash.
--If you have your cargo bay selected, a special option to sell all ore with one click replaces the "SELL ALL JUNK" option. Again, items sold and total credits earned will be displayed in the log.

UPDATED: You can now easily see the quality of items in your shared inventory, stash and cargo hold:
--In your shared inventory, items now have a color-coded border that displays if the items are exceptional, rare, legendary or epic.
--In your stash and cargo hold, there are new icons in the lists that are displayed if the items are exceptional, rare, legendary or epic.

UPDATED: The vendor UI now displays the quality of items with new color-coded icons in both the player's list area on the right of the screen and the vendor's area on the left. This should help you quickly identify items that are of value when trading. This also applies to ship equipment vendors. Marked items are also displayed when trading with vendors. You cannot mark items for sale in the vendor UI.

UPDATED: You now have sorting options in the vendor menu for all item types on both the vendor and the player sides of the vendor UI.
--Ground-based sorting options are white icons.
--Ship equipment and ore sorting options are blue icons.
--One icon is for consumables - the white health kit icon displays both health kits and ammo. This also applies to ammo and data beacons in the ship equipment vendor UI.

UPDATED: Other than ore, all prices at vendors are now modified by your faction. Ore prices will be worked on when I get the trading system in the game. These bonuses and penalties also apply to the price of ships and ship equipment and the trade in value of your current ship. These bonuses and penalties are applied after your CHA bonus is applied to the cost of items.
--FRIENDLY: +15% bonus to the value of all items sold/ -15% to the price of items purchased
--NEUTRAL: Prices for items bought and sold are the same as they have always been
--WARY: -15% applied to the value of all items sold / +15% to the price of items purchased
--HOSTILE: You are KOS and cannot buy and sell to hostile merchants

UPDATED - Mods equipped on weapons now display mod adjustment values instead of the mod name in the rollover info.

UPDATED - The number of beacons you have in inventory is now displayed in the ammunition area of the ship UI.

UPDATED - Cash rewards for space combat incursions increased significantly.

FIXED: Ore is now listed in alphabetical order on ore traders
FIXED: Removed duplicate ore vendor entry for "Silica"

12/1/18 - 0.165
UPDATED: A large number of stability fixes for level transitions and other areas of the game.
FIXED: Toxic and bleeding perk resist bonuses are now correctly displayed on the character info and inventory screens.

11/27/18 - 0.163
ADDED - Combat, first aid and hacking perks to level 100.
ADDED - Space combat perks for all space skills to level 100.
UPDATED - You can now rotate the camera with the mouse ( right mouse button) while panning with the keyboard (WASD) during ground exploration.
FIXED - If an incursion spawned at your exact location, some ships would enter combat but not fire at you.
FIXED - If an incursion spawned at your exact location, tab targeting could crash the game in some cases.
FIXED - A message - "Press

to pause space combat at any time!" would continuously display even after docking or landing at a ground location.
FIXED - Ship shield strike through bonuses are now working correctly.
FIXED - A damage display error in the character info screen.
FIXED - A rare lockup when accepting missions from faction agents.
FIXED - Missile launchers now respect the friendly fire player settings.
FIXED - A bug that caused the action bar background to disappear when characters died, were KO'd or when the last enemy died of bleeding or poison damage.
FIXED: A bug that could place you at an incorrect initial entry point for missions.

11/17/18 - 0.160
FIXED: Duplicate display of team position in some missions. There was a display error in the mission completion map next to the radar that would display your location in mission areas more than once in some cases.
FIXED - Removed duplicate eliminate mission targets from mission areas.
FIXED - A bug related to applying armor strike through at high levels of melee skill. This changes things for melee at higher levels both for enemies and team members. Overall higher damage output from melee.
FIXED - Delayed damage and visual effects when using flamethrowers.
FIXED - A display error related to mods applied to weapons with critical chance modifiers.
FIXED - A game lockup when using the toggle combat toolbar icon or other toolbar icons while transitioning in and out of combat.
FIXED - Enemies and the player no longer scan the environment for each other while transitioning in and out of combat. In some cases, this could result in a game lockup.
FIXED - A number of data issues with some of the mission sets.
FIXED - Line of sight lines now disappear immediately when an enemy dies. Previously, the could remain visible until the enemy disappeared.
FIXED - When completing a mission, the entire message is now displayed on the screen. Previously, the text was being cut off.
FIXED - A number of general stability fixes.
UPDATED - If you have a healthkit enabled, you can now click character portraits to heal in and out of combat.
UPDATED - All ships drop at least one loot crate, even in systems that are -10 levels of your average space combat skills.
UPDATED - Your ship will tractor dropped enemy ship crates from a much larger distance now. Should help in cases where an enemy ship is too close to a planet when destroyed.
UPDATED - Improved load speeds by a few seconds
UPDATED - Reduced the amount of information sent to the log. In some cases, when playing very long sessions, this may lead to problems.
UPDATED - Voice comments adjusted:
--Team members now comment on critical hits less often.
--Team members will only comment on loot if the item looted is armor or a weapon and of rare quality and above.

11/2/18 - 0.155
FIXED: An exploit that allowed ships to be purchased and re-sold for a profit when CHA was around 200. A few changes were necessary:
1) BASE CHA is capped at 200 (for now). You will no longer be able to assign STAT points to CHA beyond level 200.
2) If a team members BASE CHA is currently above 200, I am resetting your CHA to 200
3) If I reset your CHA to 200, I am refunding any STAT points that were allocated above 200 so you can apply those to other STATS
4) You can still get armor bonuses that take your CHA above 200 by wearing armor with those bonuses.

FIXED: A bug with movement speed bonuses at higher skill levels (60+) related to movement AP preview. E.G. The speed bonus applied at level 60 for 2 Hand Melee.

FIXED: A general AP movement preview display error.

FIXED: Flame throwers now display ammo type in rollover info.

FIXED: Flame thrower particle effect is no longer cut off as quickly as it was before.

FIXED: A bug related to audio being cutoff when firing burst and full-auto shots. This was most obvious when using the attack queue and firing two burst shots with shotguns (at higher levels when you have 10 AP).

FIXED: A few typos.

UPDATED: Added hydroponics and Soyla vats to several of the mission sets.

10/26/18 - 0.154
FIXED: A lockup when using vendors and purchasing stacked items related to pressing the ESC key to exit the stacked trade UI.
FIXED: When repairing your ship, the available credits label is updated immediately.
FIXED: An error with max shotgun ammo when right clicking a weapon in your inventory to remove the ammo from the weapon.
FIXED: Inventory volume label now updates correctly when dragging or shift clicking items from/to stash.
FIXED: A number of small fixes to mission areas.
FIXED: Enemy incursion ships when spawning now immediately engage in combat if in range.
FIXED: A number of typos.
ADDED: Toggle option in gameplay menu for cursor camera edge scrolling. Edge scrolling is ON by default. Middle mouse button works for panning the camera as it always has regardless of this setting.

10/24/18 - 0.153
FIXED: A bug that could cause corruption of the quick save if saved immediately after taking a mission from a faction agent.
FIXED: A bug that could cause save game corruption if the game was saved in the Abandoned Facility staging area.
FIXED: The help screen and tutorial would occasionally set the game in a state where the crew manager could not be opened until you opened and then closed the help screen again.
FIXED: Several small glitches in a few of the mission areas (reason for large download this patch)
FIXED: Another fix for tab target random crash during space combat
FIXED: Grenades once again have a maximum range.
UPDATED: Cover indicator on cursor is now hidden when moving cursor and displayed only at cover positions.
UPDATED: NPC ship shield and armor values now scale correctly.
UPDATED: Adjusted scaling of EXP relative to melee -vs- ranged weapons in ground combat.

10/19/18 - 0.151
FIXED: Rollover compare info when using F1-F4 keys was not displaying the correct team member when reviewing inventory in space.
FIXED: Mining skill was capped at level 60. You can now level this skill to level 100.
FIXED: You can no longer move team members while translocating out of a mission area.
FIXED: Stacked items like grenades and med-kits placed in your stash now stack. If you have unstacked items, drag them to your backpack and then back to the stash to free up slots.
FIXED: Mining ships and other ships launched from hostile systems are now hostile. You will still see other factions that may be friendly, neutral or wary entering these systems. That is intended.
FIXED: At times the docking icon was displayed and would not work until you were closer to the trade station. If docking icon is displayed, you will always dock.
FIXED: A rare crash when tab-targeting in space combat when in combat. Please let me know if you see this by posting on the bug forums. I've added additional debug info to help me locate the issue if it turns up again.
FIXED: Explore planetary locations now correctly display the "CLEARED" flag when selected if that location was actually completed. I'll be adding this to cleared hostile sector stations soon.
FIXED: Fixed a bug that would leave sold item icons (healthkits etc.) in the inventory even though they were not valid.
FIXED: A few typos
UPDATED: You can now shift-click to move items from your stash to your inventory.
UPDATED: Increased the amount of experience received at lower levels when mining. There is a leveling curve applied to EXP gain that more closely follows skill and equipment progression.
UPDATED: Reduced EXP required to gain skill in hacking by 20%. This will change when more hacking devices of various quality go in the game.
UPDATED: Increased the value of all dropped items found in ground combat including vendor junk items, armor, weapons and mods. Ground missions now generate more income overall from loot.
UPDATED: Added debuff timers to the rollover status icons for bleeding, hobbled, crippled, poisoned, stunned and EMP status effects. These show the duration in turns of any active status effect that is on a timer.
ADDED: In addition to the LOS line indicators, I've added a cover icon to the movement destination cursor. It should help you identify areas where cover is available.
ADDED: Added a beacon guide entry to the in-game guide.

10/5/18 - 0.150
FIXED: Station names in loading screen were incorrect.
FIXED: An exploit related to equipped armor. Thanks for pointing this out.
FIXED: Selecting a planet with a mission location and then selecting a planet with no data will clear the mission data information from the planet UI.
UPDATED: Crouch/Stand animations are more responsive.
UPDATED: Crouched swap weapon and leave combat animations more responsive.
UPDATED: Help menu can only be opened if other UI's are closed like inventory, crew manager etc. The help menu cannot be opened over the main menu.
UPDATED: Hacking success or failure is displayed on the screen when a hacking attempt is completed.
UPDATED: Enemy loot packs now have a larger hit box. Should help on stairs and near doorways.
UPDATED: Better handling of tooltip info so it doesn't refresh with minor mouse moves in stash, vendor lists and inventory.
UPDATED: When in vendor UI, you can now press F1-F4 to compare the rolled over item to any active team member.
UPDATED: When in your inventory and stash, pressing F1-F4 updates the compared item in the tool-tip to the active team member.

10/2/18 - 0.149
FIXED: When selecting stellar objects in the upper left space hud, you can no longer click though that UI and accidentally select planets and other objects.
FIXED: When on surface after leaving ruins, clicking an enemy target could move the character instead of firing a weapon or walk-to and melee.
FIXED: One of the cave systems had a number of linked enemies - added LOS blocking
FIXED: A few floating enemies in one of the cave scenario sets.
FIXED: Healthkit and grenade bars are hidden when transitioning between areas
FIXED: When looting ammo the weapon display ammo count is updated immediately
FIXED: A display error in the inventory ammo area that could concatenate the number of ammo you actually had in some cases.
FIXED: Pharris Mace AK-7 number of turrets corrected in merchant and ship displays.
FIXED: The approach button on the selected ship popup UI now works as intended.
FIXED: A bug with the planet scanner that could add incorrect nodes to planets that were already scanned.
FIXED: A bug with the planet scanner that was resetting the new "SCANNED: NO SURFACE LOCATIONS FOUND" message.
FIXED: Lockup if you opened the crew manager during combat. Crew manager is now disabled when in combat.
FIXED: A rare lockup when boarding stations.

UPDATED: Adjusted the information displayed for the return location when a mission is completed. It now gives you the system name, the planet (e.g. Angos IV) and whether the return location is an orbiting station around that planet or a planet based station. You can always select a finished (not yet turned in) mission to center the star map on that system and select that star system in the upper left system UI panel. From there, you can approach that system while in FTL space. I'll be adding better information handling for missions in the future.

UPDATED: Expanded the range for station docking. Some stations are large and in some cases you had to fly above or below the station to get the docking icon.

UPDATED: Better targeting handling in combat. If your cursor is over an enemy, and the cursor is a targeting reticle and you click, you will not move. Should resolve unintended movement. You can also always use the combat queue or hold down the TAB key to avoid unwanted movement when targeting enemies.

UPDATED: Increased the maximum number of loot drop crates from ships from two to three per ship.
--Maximum drops from ships will only take place in systems that are 9 levels below your current average ship crew level. Fighting ships in lower level systems results in less loot dropped.
NOTE: Rare and Legendary loot will only show up as loot from destroyed ships and on vendors if you are over a certain average level (average ship skills - piloting, weaponry, targeting and electronics) - likely the reason some of you aren't seeing these items drop from ships and on vendors. This is not a change, it's been this way for a long time.
Legendary - average level 15+
Rare and exceptional - average level 5+

UPDATED: Updated the faction agent guide entry to add information about the Halamis Translocator (for teleporting out of mission locations) and a description of how to return to the mission faction agent when missions are completed.

HOTFIX 9/30/18 - 0.148
FIXED: In some cases when recruiting a mercenary, the game could lock up.

9/28/18 - 0.148
FIXED: A error where if you removed a crew member using the crew manager leaving an empty slot between other crew members, movement would break and a team member or team members would not move correctly.

FIXED: Selecting an object in the system object list in the upper left of the screen, then selecting a ship and then again selecting the selected object in the list would not display the targeted list item.

FIXED: If mining with a full cargo hold, mining ore containers will time out after 60 seconds and despawn. If you were mining for a long time and not scooping ore, you could end up with thousands of them which over time could crash the game.

I've adjusted EXP a little for ground combat. Not really a tuning pass just a mild tweak.
--Increased melee damage EXP a little.
--Decreased ranged weapon EXP a little.

Adjusted the drop rates for rare and exceptional items. Vendors are also affected. It's still way better than it was before, but that last patch was over the top. I'll be doing more work on this over time.

9/27/18 - 0.147
UPDATED: Updated messages for powering up turrets and a warning if you are trying to mine asteroids without a mining turret.

UPDATED: When in Achmedius in your starter ship (only the starter ship), only one enemy ship will be launched during incursions. If you leave Achmedius, the incursion system works as it always has - launching a random number of enemy ships. The enemy ships spawned in this case are always weaker than the starter ship. This is to give new players a chance to learn space combat without getting fragged - that is as long as their ship shields are up.

UPDATED: Wherever you are in the universe, if you do not have a beacon placed in the Achmedius system, I've placed one there for you automatcially. Should help those of you who may get lost in space. Just approach any FTL point (jump point in the upper left object list while in space) in any system and as long as you have 5 fusion cells in your inventory, you can translocate back to Achmedius instantly.

UPDATED: Added additional information that tracks tasks during character creation and displays remaining tasks to complete before starting the game.

UPDATED: Ship equipment vendors now have a better assortment of rare and exceptional equipment. Legendary equipment should be more common on vendors.

UPDATED: If you select single movement mode (SPACE when not in combat), that team member will walk to and interact with objects and NPC's in the environment. In group movement mode, the closest teammember will interact with the object.

UPDATED: Selected team member portrait is now highlighted in and out of combat.

UPDATED: Camera FOV indicator on radar is brighter now. You can use this indicator to set a frame of reference in the location you are exploring. For example, rotating the camera FOV so it points north will help give you an idea of where you are and where you have been.

UPDATED: When scanning a planet, the NO DATA message has been replaced with a new message letting you know that you scanned the planet. The NO DATA message appears if you have never scanned a planet. There are a few remaining bugs with scanning that I'm looking into - nothing game breaking.

FIXED: Ship warp engines on merchants now provide correct power values for various quality tiers. Ship engines for some ships, especially some of the trading vessels like the Talon, were being generated with very low power output. Warp drives for fighters and interceptors were generating too much power.

FIXED: An edge case with key input for camera panning that could cause camera movement to stick when edge scrolling.

FIXED: When exiting the Abandoned Research Facility via the exit door, you will transition to the staging area of the facility instead of space.

FIXED: You can no longer quicksave the game before speaking with Dr. Rhamus on the Dauntless the first time.

FIXED: You can no longer quicksave the second you enter combat.

FIXED: Visible line of sight indicators are now hidden when selecting end turn options.

FIXED: An edge case that reset the currently selected team members voice when editing team members by clicking their portraits in the character information and equipment screens.

FIXED: Rolling over portrait icons in the left combat order queue UI now displays the correct rollover information at the top center of the screen. When rolling over the icons, enemies are highlighted so you can distinguish their position against the order in the queue.

9/23/18 - 0.146
FIXED - An edge case where when taking missions from Zabin Morbain, garbage text was displayed in the mission window.

FIXED: An edge case that was keeping ore from spawning when mining asteroids.

IMPORTANT:
Left click on enemies can occasionally be finicky. I'm working on a right click menu popup that lets you select the body part you want to target. It will display CTH values for each of the attack positions and you can just select your choice. I'm hoping to get this in and tested by the end of next week. High perception stats will also display additional information like enemy resists. I'll need to test the resists display a good bit so, this may not make it in when I patch the new targeting UI.

Meanwhile, holding down the highlight key (TAB by default) while aiming/attacking will block movement of any kind so you can avoid unwanted movement.

If you use the combat queue, when holding the SHIFT key while attacking, movement is now blocked. Shift is the default key for the combat queue. You can read more about the combat queue by pressing the "H" key while exploring ground locations. It is important to know that when holding the shift key, you can click multiple times to queue up attacks. When ready, press the space bar and all attacks will be made at once. When queuing combat attacks, you can press the "BACKSPACE" key to clear the attacks in the queue. The combat queue can speed up combat when making multiple attacks.

9/22/18 - 0.145
FIXED: When trying to shoot Full Auto, the game required 12 ammo to be loaded - this was recently reduced to 8 shots from full auto weapons and the game now only requires 8 ammo loaded into the weapon.

FIXED: When mining asteroids that are not in the asteroid field, no loot cans were being generated. Asteroid fields were working as intended.

FIXED: Dismissing a crew member causes the remaining crew members you may select in the list to not be correctly selected, displaying incorrect stat data for that character. This did not affect the actual crew member selected and dragged and your saves and mercs are fine. It was just a display error.

FIXED: Better handling for opening and closing the crew manager which could get stuck in a state where it would not close and accept unintended click and keyboard events when open.

9/21/18 - 0.144 - The Universe
https://steamcommunity.com/games/465490/announcements/detail/1687051828727710685

5/5/18
FIXED - A rare bug that could leave your team immobile when docking or landing until you opened the character information or inventory menus.

5/1/18
Added cursor lock as an option for people playing with multiple monitors. Can be found under options->Gameplay.

4/28/18 - 0.136
FIXED - A rare bug where approaching and attacking a ship at the exact moment it was transitioning to FTL space or docking could leave your ship in a combat state until you reloaded the game.
FIXED - An edge case where you could get to the elevator on the bridge of the Dauntless and move to the Crew Deck leaving the Kelly Masters mission in your log.
FIXED: Charisma at higher levels (30+) was providing too much of a bonus to vendor pricing allowing an exploit where high value items could be bought and then sold for a profit. This will result in an overall change reducing bonuses from CHA which were too high.
FIXED: In any system, ore prices are now fixed regardless of where you buy or sell ore. It was possible to buy ore at one vendor and sell it for a profit to another vendor in the same system. When the FTL gates are open, you will be able to find trade routes and set beacons in systems that update commodities data into a Commodities Market display. The idea is that market prices will fluctuate throughout the universe depending on events and your faction. Finding the most profitable trade routes will require the placement of beacons in various systems to track that data. The value of goods (in this case ore) will vary between systems, not between vendors in any one system.
FIXED - Some chests and lockers were being restocked with gear if you saved and reloaded after looting.
UPDATED - Optimized explosions and visual effects in space combat to fix hitching and stutter.

4/23/18 - 0.134
FIXED - Finally tracked down this bug and fixed it. After colliding with a ship during combat or otherwise, if you entered a gravity well, thrust was unresponsive until you right clicked with the mouse.
FIXED - In space combat, enemy ship status (shield, armor etc) in the upper right target UI was not being updated if the targeted ship was not in the field of view.
FIXED - Fixed a bug with ships resetting the icons under the upper right target menu when their task changed. The distance display also continues to update. So, for example, if an AI mining ship leaves the asteroid field, nothing should get reset.
FIXED - If you have a ship targeted (active ship target reticle) and you have a station or planet targeted in the upper right hud - if that ship docks or leaves for FTL space, the upper right target UI no longer closes.
FIXED: A blending error with glass materials
FIXED: If Rhamus or Jensen are selected when they leave your team, focus is correctly set to your main character and movement is no longer locked until pressing the F1 key.
UPDATED - When you select a target in space combat and attack, the target reticle with it's options remain on the screen. The upper right menu stays on the screen with all it's icons. Changing targets sets the reticle to the new target and updates the target info hud in the upper right. Dismissing the reticle using the bottom "X" icon hides the target reticle and the upper right target UI.

4/18/18 - 0.133
FIXED - When entering gravity wells, your ship now slows and continues moving toward the selected target or vector you were traveling in.
FIXED - Added more checks for PC's that are stunned when combat ends. Should resolve a rare bug that could leave team members stunned after combat.
FIXED - A fix for a edge case where walking to a team member to heal could prevent that character from ending their turn.
UPDATED: When walking to a team member while healing in combat, if the heal fails due to lack of AP on arrival, the heal toggle is automatically turned off. This could have been confusing, leaving the character un-responsive until clicking the heal kit a second time to disable healing mode. Also tightened up the calculations needed to determine if characters will arrive with enough HP to heal. The heal toggle is also now turned off if healing is successful.
UPDATED - Updated the descriptions for endurance and strength - they were confusing and could lead to thinking that dumping points into END early was beneficial. Bonuses applied in these two stats are fixed bonuses regardless of level. They can be applied at any time generating the exact same bonus per point applied. Stat bonuses from equipment are calculated the same way.

4/17/18 - 0.132
FIXED - A fix for team members not using the correct amount of AP when moving resulting in "bonus" AP.
FIXED - In rare cases, destroyed enemy ships were being displayed in the center of the sun after reloading a saved game or entering and exiting ground locations.
FIXED - "Phantom" asteroids could be collided with and targeted when mining in asteroid fields.
FIXED - If an active incursion UI was displayed, and if in combat with a non-incursion ship - when combat ended you needed to dock or reload for further incursions to be generated.
FIXED - When entering gravity wells, ship thrust is correctly calculated and reset. This fixes the bug that would leave the ships display showing around 15% of total thrust.
FIXED - When removing a trigger group mod from a ranged weapon, the weapon is now correctly set to single fire mode.
FIXED - Unarmed idle animation with "intelligent" phage enemy types would display the incorrect secondary idle animation while in combat.
FIXED - When entering and exiting warp, shield visual effect is restored if shields were up before warping.
UPDATED - Doubled the distance at which the gravity well rings are displayed. Should help faster ships and pilots with high piloting skill avoid gravity wells.

4/12/18 - 0.131
FIXED - Game can be played in offline mode now. I know a lot of you requested this.
FIXED - A fix for a rare edge case that could leave auto-saves in a state where keyboard input was not possible
FIXED - A fix for a rare edge case where transitioning between levels could leave the game in a state where keyboard input was not possible.
FIXED - A movement calculation error when in combat that could leave you with extra AP when all AP should have been expended.
FIXED - In some cases crew member slots on the ship could be corrupted if team members were added after changing stations with a smaller party.
FIXED - Rounding errors in log when buying and selling expensive items
UPDATED - A few changes to the tutorial video data
UPDATED - Adjustments to click events on exits - especially in the Aznari Ruins
UPDATED - Heavy weapons reload faster

4/6/18 - 0.129
Added a new top down radar system for ground exploration. The radar system is designed to be expanded on and tied to your electronics skill. As you gain more skill in electronics, perks will be available for exposing other object types on the map like loot, mission objects and at a very high skill, enemy positions (assuming they are not using stealth). I'll be adding perks for this skill soon.

For now, the radar displays default information - vendors, NPC's and enemies if in line of site.

--Exits are shown as door icons on the radar. You can click door icons to move the camera to that location. This is handy for moving your team to the exit.
--In mission areas that display the progression map, rolling over exit icons on the radar will highlight the room the exit leads to on the mission map.
--NPC's are displayed as orange dots
--Vendors are displayed as green dots
--Enemies are displayed as red dots - enemies are only displayed if they are in line of sight during combat. When perks for electronics go in the game, you will be able to select a perk that reveals all enemies in a certain radius regardless of LOS based on your skill in electronics.
--Team members are displayed as white dots.
--The radar is centered on the currently selected team member.
--There are two FOV indicators on the radar. The large FOV indicator displays the direction your camera is facing. The smaller indicator displays the direction your selected team member is facing.
--I'll be expanding on the system in the future.

Weapon mods - You can swap/upgrade mods now anytime/anywhere. The currently equipped mod gets moved to your inventory. Mods are never destroyed even when overwriting an existing mod in a weapon slot. You can only have a single mod of any one type equipped in any weapon

--Drag mods from your shared inventory to any mod slot. The dragged mod will be equipped in a free mod slot or replace any similar mod. If the mod is replaced, the old mod will be moved to your inventory.
--Shift-click any equipped mod to un-equip the mod to your inventory, clearing the mod slot.

IMPORTANT: If you have weapons that have more than one of any type of mod (e.g. Two scope mods) it will be important for you to un-equip the extra mod from your weapon. Mods were never meant to be stacked on any one weapon.

ADDED - Added a target indicator for currently selected targets in space.
ADDED - When you near planets, moons and stations, a new gravity well indicator is displayed that shows the general radius of the gravity well. This should make it easier to navigate around gravity wells when traveling in star systems.
ADDED - A new set of tutorial videos are now displayed when you first enter space. If you have already recieved your starter ship, you can review the video tutorials from the help menu by selecting the tutorial button.

UPDATED - Gravity wells no longer bring your ship to a full stop.
UPDATED - Updated the character creation screen so the instruction text and steps needed to create your character are clear.
UPDATED - When changing resolution a message is displayed confirming that the resolution change took place.
UPDATED - You can now enter hacking codes with the numeric keypad.
UPDATED: Ship capacitor recharge when out of combat is now faster.

FIXED - Default heavy weapons merc's mini-gun now reloads correctly
FIXED - A bug that allows players to equip more than one mod type per weapon
FIXED - Unarmed team members could not throw grenades
FIXED - Adjusted grenade damage for all grenade types
FIXED - A bug where throwing a grenade could reset a SMG (and other weapon types) to single fire mode even if that weapon only had burst and full auto enabled.
FIXED - Fine aiming was not working as intended. You now correctly receive up to a 7% bonus
FIXED - A number of typo's in the log entries and tutorials and item descriptions
FIXED - A bug that would require you to press the Enter key when generating your characters name during character creation
FIXED - On certain systems with very fast CPU/GPU when launching to space you could rarely enter a state that would require you to restart the game
FIXED - A bug that could break the ragdoll physics causing characters that were KO'd to stand up "broken" after the very first combat scenario on the bridge of the Dauntless
FIXED - An area in the Vats that could not be clicked for movement
FIXED - A few rollover objects that had incorrect border highlights
FIXED - Cargo and stash now allow mouse wheel scrolling without clicking first
FIXED - Fixed a few errors with the rollover info at the top of the screen when rolling over characters
FIXED - Occasionally, it was possible to click at a location in combat and use more AP than the preview indicated

Note that I've been working on a second pass on some of the minor UI's - they are not final and are work in progress.

HOTFIX - 2/18/18
FIXED: If you had zero AP and were next to a melee combatant and attempted to move, enemies were getting a free attack of opportunity.
FIXED: In some very rare cases, a timing issue was causing team members who were attempting to move and died from a attack of opportunity to lock up the game.
FIXED: Non combat NPC's were not correctly blocking their navigation areas.

2/16/18 - 0.126
COMBAT CHANGES:
ADDED: End turn options. When ending your turn you will have several new options to choose from. This options menu is only displayed if you have 2 or more AP left over when ending your turn. If queuing attacks, your turn will end as usual if no AP is left over. You can cancel out of the end turn menu by pressing the escape key.
  • WAIT - Wait requires a full bar of AP and allows you to skip your turn, adjusting your position in the turn order. This is handy for cases where your team member may be blocked. When selecting this option, your position in the turn order is adjusted after the last team member in the turn order.
  • DEFEND - Defend requires 2 AP and has a small chance of avoiding a single attack while waiting for your next turn or mitigating a portion of the next attacks damage. The cost of 2AP is a choice balanced against reloading your weapon or setting your team members in a defensive posture while in combat. Defend is applied after armor, shields and any other damage mitigation. You can see which team members and enemy combatants are defending by rolling over them with your mouse. The status bar at the top of the screen will show a defend icon in cases where combatants are in defend mode.
  • END TURN - Ends your turn with no AP cost or further action. Any remaining AP up to 2 points will be rolled over into your next turn as it has been in the past.

ADDED: Attacks of opportunity:
  • Only combatants with a melee weapon equipped and selected can execute an attack of opportunity.
  • If a combatant is in range of a melee opponent and they move, the enemy will get a free attack.
  • Combatants get a single chance during any round of having an attack of opportunity applied.
  • Combatants get a single attack of opportunity per round of combat.
  • If the enemy misses you, you will continue to your selected destination.
  • If the enemy does damage, your move will be interrupted. You can choose to heal, attack or move as usual after the attack.
  • Combatants can only be attacked once in any round. That includes instances where the closest enemy combatant has already dealt an attack of opportunity.
  • Status effects have a chance to apply any status effects as normal.
  • Stunned combatants cannot make attacks of opportunity. However, they do remove the moving combatants chance to receive an attack of opportunity for that round.

Combat navigation and blocking has been overhauled. The goal was to improve the way blocking works so it is fair for both the player and the AI. Characters now have descreet blocking areas that work much better than they did previously. You should notice that AI can no longer move through characters when retreating or if blocked in areas by your team members. Enemies also do a much better job of keeping their distance from other characters with this update. You also now have the option to "Wait" in cases where your team members are blocked so you can make adjustments to positioning. I'll be continuing to improve on this system over time.

GENERAL FIXES IN THIS PATCH:
FIXED: Adding and removing armor with stats (+STR - +END) now correctly update the display of HP in the character info and inventory screens.
FIXED: Bleed resist display in character info screen
FIXED: A number of rounding errors for weapon damage in rollover info, character information and inventory areas.
FIXED: Projectile impacts and damage display are now timed based on range to target
FIXED: Grenade throw animations from crouched position.
FIXED: When swapping weapons, border highlights now updated correctly.
FIXED: When mercs were recruited, they were given 4 less intial stat points than they were supposed to recieve. You are now credited 4 stat points the next time you attack in combat.
FIXED: An error in the trade in value for ships based on charisma.
FIXED: An error in the display of values displayed in trade menus when items had a value of 100,000 credits or more.

UPDATED: You can no longer select team members other than the selected active combatant with the F1-F4 keys and by clicking them while in combat. This was confusing players because they were unable to end their turns if they inadvertantly selected another team member.

UPDATED: Missile launcher damage toned down a bit.

UPDATED: Adjusted mini-gun damage up a bit.

UPDATED: Damage modifiers to burst and full auto - you should see a significant damage boost to both of these fire modes bringing them somewhat in line with the use of ammo and AP expenditure. Burst and full-auto do have a damage penalty to reflect accuracy when firing with these modes. You will deal and receive more peak damage now and will need to mitigate this with healing, especially at higher levels. Time to start using those med-kits. This will be balanced a bit more with the introduction of First-Aid related powers/devices. "Medic!"

UPDATED: Heavy weapon damage increased - should give you a reason to use heavy weapons a little more often now. You are going to want to focus fire on heavy weapon enemies and get them out of the way as a priority. A critical with a heavy weapon is devastating!

UPDATED: Reduced the amount of ammo used for full-auto attacks for rifles, smg's and pistols from 12 to 8. Damage for this fire mode was just too high with the changes above and ammo use was excessive.

UPDATED: Removed level based attack bonuses which were skewing damage. Note that rollover info for weapons is just an estimate based on your currently equipped base weapon damage, equipped mods and a bunch of other factors. Breaking out a calculator is not likely to result in exact damage values. There is a lot of voodoo going on in the background of damage calculations including ranged falloff calculations, stat modifiers and more.

UPDATED: Floating fonts for combat and comments.

UPDATED: Melee received a boost in damage. With the addition of attacks of opportunity, melee team members also gain an additional boost to damage in cases where combatants try to leave the area of influence (see above).

HOTFIX - 2/2/18 - 0.122
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

1/28/18 - 0.122
UPDATED: Load times for all ground based area transitions are now greatly reduced.
UPDATED: Exiting the game and transitioning to the main menu are now much faster.
UPDATED: Minor stability fix.

1/27/18 - 0.121
FIXED: Ammo looted from space loot crates is now correctly displayed in cases where multiple crates are looted.
FIXED: Ammo looted from ship cargo crates now adds to your total inventory correctly
FIXED: A bug with skill gain from incursions
FIXED: Experience from space combat no longer increments the secondary skill counter
FIXED: Rounding errors in weapon rollover UI related to weapon damage
FIXED: Rounding errors in information UI's related to weapon damage
FIXED: Frequency modulator mods for melee weapons can only be equipped to melee weapons
FIXED: Stuns once again work as intended both for ranged and melee weapons
FIXED: A material blending error with overhead grids in the facility
UPDATED: Bonus damage from damage mods is now applied to all attack types - single, burst and full-auto and applied after damage calculations
UPDATED: Increased the cash rewards for facility missions to bring earnings in line with space combat

1/20/18 - 0.119
FIXED: When queuing attacks, the attack cursor stays visible
FIXED: In some rare cases, a quicksave could be requested at the exact moment combat was being started. Loading that quicksave could lock the game up the next time you entered combat.
FIXED: Melee weapons no longer incorrectly display ammo info and fire-modes on rollover.
FIXED: Scavver enemy types occasionally disappeared in combat when they should be in LOS. I'm hoping this patch fixes the problem.
FIXED: Display of correct damage values related to damage scaling adjustments in the character info screen. There are still a few rounding errors that I'll correct soon.
UPDATED: Shotgun range for newly looted or purchased weapons increased. This change is not retroactive and only affects new items that you loot.
REMOVED: Removed verbose debug log data.

1/19/18 - 0.118
FIXED: Trigger group mods for pistols that have burst and full auto modifications now work as intended.
FIXED: Merc stat assignments now display correct HP when assigning STR/END in character information UI.
FIXED: Assigning points to stats no longer adjust your HP to max while in combat.
FIXED: Alpha blending errors in some areas corrected.
FIXED: Alpha blending errors when using multiple gas grenades corrected.
FIXED: Bright green weapon on or near ground when swapping weapons removed.
FIXED: Door to Phestus now works as intended. I had disabled it a while ago so it was always open.
FIXED: A bug that could cause the enemy to stop responding if healing inside a gas cloud.
FIXED: A bug that would cause toxic gas clouds to continously stack dot damage on combatants.
FIXED: When attacking with melee weapons from a crouched position and using the combat queue, it was possible to get an additional attack.
FIXED: The crouch/stand icon on the toolbar is now correctly updated when attacking from a crouched position.
UPDATED: The 1AP cost to turn your team members while in combat via the tool bar has been removed. You now have unlimited visibility from your position at no AP cost.
UPDATED: Double clicking inventory items no longer moves them to your stash. You must shift click or drag and drop items from you inventory to the stash icon.
UPDATED: While in combat you can no longer select other team members by left clicking with the mouse. This was confusing because you could have unintentionally selected another team member who's turn was not active and tried to end your turn. If you have another team member selected when it is your turn, you cannot end your turn. You can still select other team members using the F1-F4 keys while in combat or by clicking on their portraits.
UPDATED: After rotating the camera using the left mouse button, the cursor is restored without needing to move your mouse.
ADDED: If you have the mission "Speak with Scarby" in your active log after you have already finished the mission, you can now return to Hurzog Mining, walk towards the vendor and the mission will auto-complete.

1/15/18 - 0.117
UPDATED: Labels in space for incursion ships are now orange instead of red so they can easily be recognized and separated from other hostile ships (red labels).

UPDATED: Space incursions can be canceled when not in combat while in space. No need to dock anymore. Just click the small cancel icon on the incursion label at the top of the screen.

UPDATED: Armor, weapon, mod and shield vendors now offer more items when they generate their inventory. This leads to more options available on the vendors.

ADDED: Border highlights for all enemies and player characters in combat - this work is part of the combat revamp - many more changes to come to the core systems.

FIXED: One of the mutant types was always hidden when not in direct view, even when using the [TAB] key (default for highlight objects). Could make it difficult to identify the enemy during combat.
FIXED: You can once again micro-warp from incursions (assuming your turrets are off) at full speed.
FIXED: Ship loot crate labels no longer disappear if you travel far away from the crate.
FIXED: Ship loot crate labels no longer appear on screen when the crate is behind you or not visible in the camera view.
FIXED: A bug that would allow ship vendors to occasionally sell turrets that would not fit on ships.
FIXED: Assigned merc weapons when recruiting them now generate with the correct range and max ammo values.
FIXED: Starting ranged weapons for your generated character and team members are now corretly assigned with default range, ammo and damage values based on the adjustments I made a while ago (increased base range for rifles and side-arms, increased base ammo capacity for weapons).
FIXED: Mining skill level cap adjusted to level 60 like other skills.
FIXED: A bug with stun grenades permanently stunning enemies.
FIXED: It was possible for enemies to heal themselves beyond their maximum HP
FIXED: Turrets now fire even if you don't have a team member in the weaponry station slot.

1/10/18 - 0.115
Posted a hotfix that resolves the issue where facility missions could end up in a state where you could not turn them in. If you do have a mission in the Halamis Facility that is completed, and Zabin won't accept the mission or tries to give you another mission, just abandon the mission by selecting it in the log mission area and then press the "Abandon" button. You need to be in the staging area near Zabin for this to work.

1/9/18 - 0.115
FIXED: A few starter weapons needed ammo and range updates.
FIXED: A navigation error in the Vats.
FIXED: Another possible fix for the keyboard not responding when micro-warping to a station.
UPDATED: UI information lists in space can now be scrolled when dragged and with the mouse wheel.

1/8/18 - 0.114
FIXED: A crash when launching from the surface near the Aznari Ruins the first time you enter space. Thanks for reporting this!
UPDATED: Loading a save game while already in the game world is now much faster
UPDATED: Returning to the main menu while in the game world is now much faster - that includes Game Over...
UPDATED: Loading screen display updated so it functions like it did before displaying tips, progress etc.
UPDATED: When customizing character portraits/names/voices in the popup window after clicking character portraits in the character info window, the arrows to the left and right of the portraits can now be clearly seen. Before they could have been overlooked.

1/7/18 - 0.113
First - load times have improved in all areas - about double what they were before on average. Areas like the trade station have improved but need more work. Load times are of course dependent on your system specs.

I've added new border highlights throughout the game for objects in the world environment.

I've consolidated a lot of the game data so patch sizes can be much smaller going forward.

Here are the notes:

FIXED - You can no longer equip a heavy turret to a light turret slot. If you currently have a heavy turret equipped to a light turret slot, you will only be able to equip a light turret to that slot going forward.
FIXED: Typo on new game creation screen.
FIXED: A crash when creating a new game - caused when clicking or dragging the mouse while the starting in-game cinematic was loading.
FIXED: Universe generation random seed can no longer exceed 8 digits in the entry field.
FIXED: When exiting video tutorials from the help menu, the game is no longer left in a paused state.
FIXED: Heavy turrets and missiles can no longer be placed in light turret slots. If you have a ship where you have equipped a heavy turret in a light turret mount point, it will still be there, however, you will only be able to equip a light turret there going forward.
FIXED: Hacking exploit fixed.
FIXED: Speak to Scarby mission now completes and is removed when speaking with Scarby.
FIXED: Travel to Achmedius Trade Port mission now completes. Just head towards the Cantina area on the trade port to auto-complete the mission.
FIXED: Capped afterburner speed while in combat so ships equipped with high quality warp drives cannot exceed the speed of combat projectiles.
FIXED: If a team member is blocked when walking towards or trying to use a object, they will no longer stop and then perform the action on next move or action.
FIXED: When entering a gravity well from micro-warp, occasionally you would lose keyboard control for thrust and rotatation - you would need to click in space to restore keyboard control of your ship.
UPDATED: The Pharris Mace AK-7 is now available on the ship merchant.
UPDATED: Updated the way characters interact with objects in the environment so animations do not delay interaction and block clicks.
UPDATED: Ship missile speed increased
UPDATED: The game now uses border highlights for interactive objects in world exploration mode. Old highlighting methods have been removed.
UPDATED: Ranged weapons that drop from enemies or purchased from vendors have had their maximum ammo capacity increased. This change is not retroactive and does not affect equipment you currently have in your inventory.
UPDATED: Nano's can now be equipped to all weapon types. There are a total of three ranged and three melee specific mods. Nano's are now global.
UPDATED: Tutorial videos are now higher resolution - some will be revised in future updates.

12/24/17 - 0.112
FIXED: Display of damage scaling for weapons now properly applied to stats for weapons when rolling over items.
FIXED: You can once again rotate the camera with the keypad. Default key binds are the left and right arrow keys. These keys can be re-mapped in the option menu.
FIXED: While in the ground game and rotating the camera with the left mouse button down, the cursor no longer moves to the edge of the screen which could cause unintentional scrolling while rotating the camera. I did notice a little glitch that could cause slightly faster rotation in some cases. I'll address this soon.
FIXED: While in space, camera rotation code updated so cursor does not leave screen.
FIXED: A bug that was causing armor items to generate without stat bonuses for exceptional items and higher.
ADDED: Hostile ships will ignore you for a while after you have loaded a save game or transitioned into space. It should give you time to escape or power up your shields. If you fire on the enemy during that time they will immediately start to attack you. Incursion ships will fire on you as soon as you enter their detection range.

Also, a quick note about screen resolutions. In the options menu, changing screen resolutions was fixed in the space combat patch. For any of you with 4k screens, the problem where the user interface was offset and unusable should be resolved. I'm hoping some of you will give it a try and let me know if its now working correctly for you. When changing resolutions, there is no restart required, no screen flash, nothing. It just sets the render resolution directly and leaves the UI in the highest possible resolution. If any of you are having performance issues, try setting your video resolution lower - it may allow you to run the game with shadows and other effects enabled on older video cards.

12/22/17 - 0.111
Space combat patch release - you should check out the Official Space Combat guide here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1239665795

ADDED - You can now eject stacks of items from your cargo hold while in space. Anything you eject is automatically destroyed and cannot be retrieved. Should make mining runs a bit more profitable.
ADDED - a reminder message will be displayed that micro-warp is disabled in gravity wells and enabled when leaving gravity wells.
UPDATED - If inside the gravity well of any sun, you will start taking damage. First to your shields and when those are depleted, you will take damage to your hull armor. If you stay in the vicinity of the sun your ship will eventually be destroyed.
UPDATED: Weapon impacts, explosions and projectile effects updated for all ranged weapons in ground combat.
UPDATED: On skill-up, messages are now queued and displayed both on the screen and in the log.
UPDATED: Collisions with asteroids are now active.
UPDATED: Cargo can now be sorted by all items, ore/gas, commodities and equipment. Commodities are not in the game yet.
UPDATED: Afterburner speed greatly increased. Capacitor cost decreased.
UPDATED: Ship speed is now based on piloting skill and the equipped warp drive.
UPDATED: Micro-Warp speed increased and is now based on piloting skill and equipped warp drive.
UPDATED: Interactions with chests, objects and npc's are much faster now.
UPDATED: Area exits are now much more obvious. Small panels for area transitions have been removed and replaced with panels that cover doors on rollover and when holding down the highlight key = TAB by default.
UPDATED: Base weapon damage now scales per the level requirement of the weapon every few levels. So, you get bonus base damage depending on the level requirement of the weapon and of course bonus damage based on your skills/perks. Enemies get the same base damage scaling. This change is not retroactive so weapons in your inventory use the old range modifiers.
UPDATED: Pistols, rifles and heavy weapons have had their range increased. This change is not retroactive so weapons in your inventory use the old range stats
UPDATED: You can now mine any asteroid, not just asteroids in asteroid fields.
UPDATED: When purchasing ammo (ship and ground combat), the HUD now displays the maximum amount of ammo you can purchase in the pop-up window and the slider is set to only allow you to buy the maximum purchasable amount for that ammo type.
UPDATED: Second round of visual polish for the Dauntless - Added addition effects, lighting and grime.
UPDATED: Removed the siren effect on all decks except for the VATs - it was annoying while engaging the last part of the Dauntless experience.
UPDATED: All areas of random mission maps are now displayed on the mini-map. As you explore, areas that have been explored turn grey. Areas that have had mission objectives cleared turn green. the area you are currently exploring is black with a small compass indicator. Should help better undestand the scale of the area to be explored for missions.
UPDATED: Removed the option to generated a full party of team members. When you leave the Dauntless, you can choose only one team member and this was confusing and some felt that it was a waste of their time if they did not read the universe creation screen carefully. The loss of crew members after the Dauntless is a key story element for future story content.
UPDATED: Dialog with Dr. Rhamus in ruins revised to add additional dialog options.
UPDATED: Addition of a new mission when receiving your starter ship. You are now sent to the Trade Station to gather your team of mercenaries.
UPDATED: Loot rewards for the Halamis Facility are now more consistent. Reward tokens and faction are less random so you can better gauge the level of reward for a mission type.
Fixed - Can now use F1-F4 in inventory and character info screens to switch team member info when in space.
Fixed - System messages are now queued so all messages are displayed to the screen in order.
Fixed - When approaching the sun, you will now make an emergency stop.
Fixed - A major physics error that could send your ship careening into the sun or elsewhere when you collide with stations and other space objects.
Fixed - A display bugs when dragging team members between ship station slots.
Fixed - A bug in space when selecting objects that could cause objects in the foreground or another object from being selected.
Fixed - You can now re-scan object like planets and ships
Fixed - When leaving the Dauntless, in some cases, the selected final team member's equipment was unequipped and placed in the stash leaving them standing there in their underwear once they arrived in the ruins.
Fixed - Material error on the trade station - too shiny!
FIXED: Ambient audio slider renamed to Music Volume - main menu music volume is not set to your current settings.
FIXED: Combat movement when healing will no longer result in negative AP
FIXED: Movement cursors will no longer be left on the ground in some rare cases
FIXED: When moving, you can no longer loot items. Previously it would appear as if you could loot items from long distances.
FIXED: A bug where landing on a planet could take you to another planet landing location
FIXED: A long standing bug that could cause extra AP to be used in combat when healing targets that you walk to.
FIXED: A long standing bug that could cause your entire AP bar to drain while walking towards an enemy target for attack when wielding a melee weapon or fists.
FIXED: A bug introduced by the new navigation icons could cause the player to arrive at target and then rotate in an arbitrary direction when attacking with melee weapons by clicking on an enemy from a distance.
REMOVED - Motion blur micro-warp effect - replaced with a new effect.
PERFORMANCE: General optimizations for AI in all locations.

8/24/17 - 0.104
FIXED: Experience gain for hacking was broken. It is now fixed:
--Experience is granted based on the difficulty of the hack
--Even if you fail, you have a chance to receive experience
--Skill is capped at level 60 for now.

ADJUSTED: While I was working on hacking I also increased the experience gain for the healing skill line. You now receive more experience when healing. Healing more HP provides more experience. Skill is capped at level 60 for now.

8/21/17
FIXED: Typo on key-bind screen
FIXED: A few stability fixes for combat

8/20/17 0.103
FIXED - "Swap weapons" key-bind (Default [T]) fixed.

8/18/17 0.102
FIXED - Saving key-binds was not working when one of the keys did not have a key assigned or in some cases when overwriting an existing key-bind. Note that key-binds and save-games are separate.
FIXED - Doors no longer disapear on Halamis Ore when you reload a game saved in this area after speaking with Phestus.
FIXED - Fixed an area of the facility where enemies could fall through the world.
FIXED - Translocator effect
FIXED - A few stability fixes
FIXED - Fixed a bug where incorrect bonus values for hacking perks were displayed
FIXED - Fixed a bug where experience was not being calculated correctly for hacking
FIXED - Fixed a bug with the hacking experience cap
UPDATED - Chance for better loot with appropriate perks selected. Any gear that has had the hacking bonus applied will be of at least "Exceptional" quality.

8/12/17 0.101 - Keyboard config/binding
Camera rotate keybindings added to the keyboard config.

8/11/17 0.100 - Keyboard config/binding

http://steamcommunity.com/sharedfiles/filedetails/?id=1107672581

Several keys now have new defaults. The old CTRL highlight key is now set to "TAB" by default. The camera center-on-target key has been set to "Q". The fine aiming key has been moved to the "E" key. They keys for rotating the camera have been deprecated - they were causing problems. I'll look into this later and add a key bind, likely the arrow keys.

On the key bind screen, select either "GROUND CONTROLS" or "SPACE CONTROLS", click any key in the right column and then press the keyboard key you want bound. If it matches another existing key you will be prompted to overwrite the binding. When done, press "Save configuration" to save the new key binds. If you leave the key bind panel without saving, you will lose your changes. You can reset the keys to the defaults by pressing the "Default configuration" button.

Your key binds are saved to the Steam Cloud.

You can bind most keys, though some are reserved. The following are reserved keys:

Control, Alt and Shift are modifiers and cannot be bound.
Space (Ground) - End turn and grouped/single movement alternate
Escape - Menu key
F5 - Quicksave
Arrow keys on the ground (reserved for zoom and rotate - something I'll add later)
H - Help

Help menus and tutorials have been updated.

This system is fairly complex. Please let me know if you have any issues other than the one noted below. I am curious if people with AZERTY and QWERTZ keyboards have any issues binding keys.

Known issue: If you see "alt-whatever-key-you-bind", it's likely the ALT key needs to be pressed again before binding a key.

8/8/17 0.099

FIXED: Fixed a rare lockup when looting items.
FIXED: Fixed a vendor inventory error.
FIXED: Fixed an area where you could get stuck in one of the facility locations.
UPDATE: Team members at the very edge of door frames and other objects that should have LOS to an enemy now have better visibility for targeting.
UPDATE: Setting windowed mode by editing the game config file "Abyss.cfg" in the root of the game folder now works as expected. The game needs to be manually set to windowed or full screen by editing the config file before launching the game. You can set windowed mode by following these instructions:

1) In steam, go to your library
2) Right click the game and select properties
3) in the properties window go to the "Local files" tab
4) Select "Browse local files"

Open the "Abyss.cfg" file in Notepad

Edit the following:
<StartFullScreen>true</StartFullScreen>

To

<StartFullScreen>false</StartFullScreen>

Launch the game and you will be in windowed mode. The game does not support switching from full screen to windowed mode inside the game itself. Fullscreen is the recommended mode for playing Stellar Tactics.

Once in windowed mode, just maximize the window - the game will take care of the rest.

8/2/17 0.098

FIXED: Fixed a bug that would stop the game from responding when healing team members from the crouched position.

FIXED: If a team member had a melee weapon in the primary weapon slot and a ranged weapon in the secondary slot, reloading all weapons (right click reload UI button) - the secondary weapond did not reload. This is fixed.

FIXED: Fixed slow translocation with the Halamis Translocator on systems with high frame rates

ADDED: Added the ability to steer your ship with the [A] and [D] keys. So, ship movement can be accomplished with the keyboard [WASD] for thrust and steering. You must be moving to steer the ship. [SPACE] = Afterburners and [R] = MicroWarp as always. Click to move functionality remains the same. The in game space help menu [H] has been updated

8/1/17 0.097

FIXED: This patch should resolve the issue where movement control did not return the player if you clicked in a blocked area.
FIXED: Healing is now working in combat when you need to walk to the target to heal.
FIXED: In combat, team member facing defaults to direction of movement. You can of course rotate facing at the destination by holding the right mouse button and dragging.
FIXED: Enemy shields no longer block raycasting checks for the combat cursor.
UPDATED: Enemy movement speed increased.
UPDATED: Audio volume for combat effects improved.

If you encounter an issue with healing, please post on the bug forums. With this patch I have not been able to reproduce any lockups while healing. I'd be interested to know if you were healing a blocked team member or any other info. Thank you.

7/31/17 Hotfix
UPDATED: Another fix for the new navigation system - should resolve issues where one or more target positions was positioned far from the selected navigation point. Using collision instead of navmesh.
FIXED: A long standing bug where enemies with shields would disappear and reappear when fired at.

7/30/17 0.096
FIXED: Fixed a navigation error where a new path was set occasionally at the position of the cursor when the mouse button was released. This would cause team members to navigate to a different position than the selected position for movement in combat.

FIXED: Navigation cursors now fade and scale correctly

UPDATED: Navigation cursors do a better job of selecting available navigation nodes and cursor facing in narrow corridors or when traveling between corridors. You may still need to rotate target positions in some cases to get ideal positioning.

7/29/17 0.095
FIXED: AP preview bar is now working again in combat.
FIXED: The mouse cursor is now only reset when you click to move if it is positioned at the edge of the screen to avoid scrolling.
Known issue - on wireless mice, a movement path may appear momentarily from time to time. Your team member still navigates to the position you selected. I'm looking into it.

Updated movement system - Patch 0.094 - 7/28/17
http://steamcommunity.com/games/465490/announcements/detail/1439315797570952943

Fix for VSYNC and high refresh monitors - 7/18/17 0.092
FIXED - VSYNC is no longer required. The issues related to falling through geometry if VSYNC was not set are resolved. Please do report any instances where this is still happening. I've tested extensively on numerous systems and as far as I can tell, this bug is fixed. With this fix you can now play the game with the frame-rate fully uncapped when VSYNC is set off in your device control panel.

FIXED - High refresh monitors now work correctly with Stellar Tactics without having to set VSYNC to "ON" in the graphics device control panel. You will also no longer need to adjust your screen refresh rate.

FIXED - A rare occurrence that left Phestus in a state where he was not a merchant after finishing his mission.

UPDATED - The "Halamis Translocator" device is now free! You can pick it up immediately upon visiting the faction merchant in the Abandoned Research Facility staging area. You will still need fusion cells in your inventory to power the device. This should make the experience a bit more pleasant for those of you starting out in the facility. I recommend using it when you reach the end of the mission as the device does not teleport you back to your original position in the facility.

First aid and Hacking perks - 7/14/17 0.091
http://steamcommunity.com/games/465490/announcements/detail/2769002403457608673

Dauntless Remastered patch - 6/30/17 0.090
HOTFIX - A fix that keeps the cursor inside the view window if you have dual monitors.

Dauntless Remastered notes:
http://steamcommunity.com/games/465490/announcements/detail/1336856442781198956



HOTFIX - 6/25/17 0.088
FIXED - Fixed a bug related to a specific armor item (Leather Flight Armor) that was breaking the vendor inventory and rollover info.
FIXED - Removed a debug hard cap for charisma when selling items to vendors.
FIXED - An animation bug when firing ranged weapons after first entering combat.

6/18/17 0.087
Additional stability fixes for the combat start lockup.
A fix for selling faction armor to vendors.

6/17/17 0.086
A stability fix for a rare combat start lockup.

6/16/17 0.085
During the first encounter of the game, following combat, group movement was placed in a state where it would not respond. This forced the player to move team members in single movement mode until they transitioned to another area of the game. This annoying problem is now fixed.

6/12/17 0.084
After reviewing comments from a community member who has reached a fairly high level after 150+ hours of play, I've decided to reduce the level cap from level 60 to level 30 for now.

I took a close look at how character level affects enemy combat damage and decided that this was an important step to take considering I am working towards the goal of allowing everyone to progress with their current saves as content is rolled out. Offsetting your team level from your team's weapon skill caps retains a decent level of challenge without giving the enemy major advantages. You can still play the game for hundreds of hours if you choose to. Here are the details:
--The level cap has been reduced to level 30.
--Skills will remain capped at the current setting of level 60.
--If you have already exceeded level 30, you will retain your current level and experience, however, you will not gain further level experience until the cap is raised again. You can still progress all current skills to level 60, gain faction tokens, loot and continue to gear up your team.
--If you do have team members above level 30 and enemies are extremely difficult, you can continue to take missions and adjust the difficulty of the game using the difficulty settings menu item.

UPDATED: Loot drops and items looted from chests/lockers etc have been adjusted .

6/11/17 0.083
Data patch for linked enemy sets in the facility.

6/10/17 0.083
A patch with fixes related to a random lockup at the start of combat.
--Additional checks for combat readiness for NPC's and PC's
--Additional debug output to log files related to the start of combat
HOTFIX - More stability fixes related to the random lockup

6/6/17 0.082
A hotfix for a possible cause for the rare, mysterious and random lockup at combat initialization.
Added a general vendor near Zabin Morbain

6/5/17 0.082
Added another possible fix for rare random soft lock on combat initialization.
UPDATED: Updated vendor buy/sell values to avoid an exploit at high levels of charisma.
--You cannot sell an item back to a vendor for more than the purchase price.
--Buy and sell prices adjusted
--Charisma is capped at 100 for vendor trade calculations for now.
--Grenades cost less now and have a fixed base price of 250 Credits modified by your charisma and vendor markup.
--Items sold from your stash to a vendor now correctly get placed in the vendors inventory.
--Commodities and ore are tied to global pricing indexes and are not covered under these changes. Commodities are not yet available in the Prologue.

6/4/17 0.081
FIXED: A random lockup when entering combat.

6/3/17 0.080
HOTFIX
FIXED: Additional locations where amounts over 1 million credits could be displayed
FIXED: Removed an override that was causing the correct team members name to be removed from skill up messages
OPTIMIZED: Optimized AI scans for non enemy NPC's

6/2/17 0.079
FIXED: Credit values of 1,000,000 and above did not display correctly in the vendor and inventory UI.
FIXED: Inventory paper-dolls display the correct gender in the inventory UI.
FIXED: When gaining a level in healing or hacking, the correct team members name is added to the skill-up message
FIXED: Mission log data is displayed correctly in the completed mission list when items are selected.
FIXED: An error that was not correctly calculating critical chance bonuses from mods was fixed.
ADDED: Added a grenade AOE indicator. Originally this was going to be granted as either a device or a perk. I felt it should just be a default behavior since using grenades can be confusing. To do this, I removed grenade physics since there was no predictable way to provide an AOE indicator if the grenade bounced.
UPDATED: Updated the way NPC's check line of sight for attacks. They should be less likely to fire from the very edge of doorways.
UPDATED: A few updates and changes to the LOS visibility system:
  • Line of sight now includes an auditory radius where enemies near team members (within 10 units) will be visible.
  • Enemies now enter combat regardless of whether it was an enemy or a team member who initiated combat on first sight. This places enemies in the combat turn-order list immediately and starts processing their visibility at the start of combat instead of after the first shot is fired.
  • Enemy visibility is updated more often.
  • Enemies not in line of sight of any team members that attack from range no longer become visible for the duration of the round. You can of course use the CTRL key to see them and you will be able to tell what direction they are firing from by the angle of the projectile.

5/28/17 0.078
ADJUSTED: Enemy scaling adjusted. Damage down a little
ADJUSTED: Enemy HP scaling adjusted down a little
Note that enemies with 1 dot are highly trained, 2 dots are extremely well trained with augmentations and equipment that make them very dangerous including large amounts of HP. 3 dot enemies generally cannot be defeated without advanced tactics, several defeats to learn weaknesses and certain game-play systems that are not yet implemented. There are a total of 10 tiers of enemy in the game. So far, in the prologue, only 4 have been seen.


5/27/17
FIXED: Resolved a rare team member movement lockup.
FIXED: Movement breadcrumb was disappearing while in combat - specifically when attacking occasionally with melee weapons.
FIXED: When loading a save game while not at the main menu, load times are faster.
FIXED: Enemies with rocket launchers now correctly switch to secondary weapons in all cases
FIXED: In some cases enemies could not be attacked if in close proximity to walls and other objects with melee and ranged weapons.
FIXED: Left clicking the reload icon when out of combat now reloads the selected team members active weapon, not the entire team. Right clicking the icon reloads all weapons for your entire team.
FIXED: When an enemy or team member dies of poison or bleeding and ends their turn, the next combatant no longer skips their turn.
ADDED: Added ambient audio to all facility mission locations.
ADJUSTED: Micro-Warp space travel is now faster.
ADJUSTED: Adjust damage scaling up a bit more at higher levels.
ADJUSTED: Enemy melee damage scaled up.
ADJUSTED: Shield mitigation scaled down.
ADJUSTED: Phage vomit attack is a bit more dangerous.
ADJUSTED: Several combat animations adjusted to improve the pace of combat.
OPTIMIZED: Optimized the movement breadcrumb path display.
OPTIMIZED: Enemy AI target scanning is now staggered across frames.
OPTIMIZED: AI Ship processing queue optimized.

KNOWN ISSUE: In some cases when scrolling around in the scene, the camera is a little jerky. I'm looking into this problem.

5/22/17
HOTFIX: Resolved performance issues with combat breadcrumbs.

5/21/17 - 0.076
FIXED: The augmentation vendor on the trade station is now selling the correct gear.
FIXED: When a mission is completed, items that were not looted are now removed from saved data - the data was wasting space in the save files.
UPDATED: Updated code that decides which planet/location you are landing on to help avoid inadvertent UI clicks that could send you to another location.

5/20/17 - 0.075
HOTFIX2: A few more adjustments to turn order and damage - heavy weapons damage adjusted down. Enemy HP ramps up at higher levels. More tuning incoming over the next week.
HOTFIX: Rollover info on vendors now displays the correct equipped rollover data for the currently selected team member
Adjustments to enemy damage and initiative based on feedback.
--Reduced enemy heavy weapons damage
--Reduced enemy initiative
--Damage scaling kicks in now at around level 5 and scales up from there
--Eliminated stun resistance below level 5 for bosses

5/19/17 - 0.074
A few important fixes and adjustments in this patch. Thanks again everyone for your feedback. The main features are combat tuning, an team weapon reload feature while out of combat and the addition of equipment rollover info that compares currently equipped items to the items in your backpack, stash or items int he loot UI.

ADDED: Team weapon reload - When out of combat, you can reload your entire teams currently equipped primary and secondary weapons by right-clicking the reload button on the UI.

ADDED: Rollover info will now compare your equipped item to the item you are examining. The highlighted inventory or vendor item will be at the top of the rollover pane and your currently equipped item will be displayed at the bottom. I may revise this when I next work on the UI during Alpha so the comparison is side by side.

FIXED: Asteroids should re-spawn correctly now, really - no more one-shot asteroids.
FIXED: Double clicking an enemy no longer results in a single attack with double AP expenditure.
FIXED: Fixed a problem with the movement breadcrumbs not displaying after melee movement when out of range.
FIXED: A number of navigation errors.
FIXED: Hobbled effect now correctly affects team members reducing movement range.
FIXED: Fixed a number of perk related status effect bugs. Status effects based on perks should now be applied correctly at all levels and from all weapons within that skill class.
FIXED: Pugilism perk not adding bonus damage in some instances.
FIXED: Charisma bonuses from equipment now affect vendor pricing
FIXED: Fixed an error with vendor trash items. If you have an old item in your inventory that includes the word "wiring", just sell it. The icons and text are mismatched.
FIXED: A random game lockup that would occur during movement or when initiating combat.

ADJUSTED: Adjusted the amount of time it takes to display rollover info in the stash.

ADJUSTED: Adjusted damage and CTH up for 2-hand weapons- not a tuning pass, just a tweak to bring things more in line with where they should be. 2 hand melee weapons receive a new bonus from STR to both damage and CTH.

ADJUSTED: Cumulative stun effects for Pugilism perks reduced - the bonus stun effects at higher levels were OP. Pugilism has the highest stacked stun perk bonus in the game.

ADJUSTED: Adjusted the effect that the intelligence stat has on initiative.

ADJUSTED: Adjusted initiative overall so enemies compete for initiative on a more even playfield. Initiative events that re-order initiative are less common at lower levels and increase as your team progresses at higher levels.

ADJUSTED: Small arms (Pistols, SMG's and 1hand melee) drop in equal proportions to Heavy arms (Rifles, Heavy weapons and 2hand melee) - Note that SMG's other than Rhamus' sub-machine gun should by default only have burst and full-auto modes though they can be modified to have all three fire modes.

ADJUSTED: Applied a damage scalar for enemies across all difficulty levels. I still think enemy damage is not high enough at higher levels, though this is a good first step. Enemy damage now slowly ramps up based on the average level of your team. This is to compensate for the quality of gear you find as you progress through the game. Some shields can absorb as much as 30-50% of the damage type being inflicted by your enemies. The damage scalar also compensates for perk bonuses that include added damage bonuses and DOT's that can be applied to enemies. These perk based bonuses for DOT's, poison and bleeding, now apply correctly as per the patch notes above. Before this patch, if you were approaching level 20 with average gear, you could end combat with hardly any damage on normal difficulty settings, even against higher tiered enemies.
Stellar Tactics has many strategies for compensating for enemy damage:
--Perks allow you to choose bonuses to AC, Balanced bonuses or Damage bonuses on the fly. If you are facing a tough enemy at higher levels, try changing your perks to compensate. If you are only applying damage bonuses through perks, you may be challenged at higher levels.
--Shields - Shields provide amazing benefits. Check your current shield against the damage type the enemy is inflicting. Carry around several shields that allow you to mitigate different types of damage. Apply shields that mitigate the damage type of enemies carrying heavy weapons.
--Choose gear with Endurance for your tanks, equip them with the best possible shields and use them to keep the enemies away from you. Send them in first.
--Look for the most dangerous enemies and use stunning attacks and grenades (stun and smoke) to keep them either under control or using their AP to move.
--Use med kits
--And of course, use tactics to your advantage

I'll be gathering feedback over the coming weeks to see how everyone feels the new damage modifiers are working. You may need to adjust the difficulty settings up or down depending on your play style after this patch.

5/13/17 - 0.073
FIXED: Faction armor was showing on regular merchants and as loot drops. Only happened if you had just purchased faction armor in the same game session.
FIXED: Fix for camera when transitioning between locations if team set to single movement mode.
FIXED: A lockup following combat that would occasionally leave the mouse in a state as if the middle mouse button was locked. This was mostly noticeable when fighting Dr. Rhamus on the bridge.
UPDATED: Halamis Quantum Trans-locator cost reduced. You may need to leave the area of the vendor and return for the price to be updated.

5/12/17 - 0.072
http://steamcommunity.com/games/465490/announcements/detail/2060805669537745596

5/9/17 - 0.071
FIXED: If auto-save was enabled and you immediately went into combat when transitioning between locations, save games were no longer possible after combat ended. The only solution was to end the game task. Thanks for reporting this chookahead!
FIXED: The camera is now correctly reset when loading games that were saved while in single movement mode.
FIXED: In the Aznari Ruins, Dr. Rhamus will no longer speak with you until Dr. Jensen gives you a mission.
FIXED: Fixed a few problems on the bridge when fighting Dr. Rhamus. The Dr. is less likely to gain first attack and do nothing when a specific set of circumstances takes place.
FIXED: Fixed a long standing bug that was setting non-hostile NPC's weapons invisible.
UPDATED: Smoke and gas grenades clouds are much more visible in the environment.

5/8/17 - 0.070
FIXED: If the last enemy combatant dies of a DOT (Bleeding or Poisoned), the default tool bars are restored correctly when combat ends
FIXED: A possible fix for phage pyros - reduced particles in fireball effect
FIXED: More adjustments to movement and enemy distance - melee are less likely to get right up in you face
FIXED: Camera once again centers on the currently selected team member in combat and out
FIXED: Blocked movement in one of the facility locations

5/7/17 - 0.069
UPDATED: A few small adjustments that may resolve ranged enemies occasionally firing through walls/corners.
UPDATED: Adjustment to load/save handling that may help me identify an issue with deleting save games.
UPDATED: Removed auto entry of save game names into save entry field. This is temporary until I have more time to look into this.
UPDATED: Turn order indicator now removes enemies and KO'd team members immediately
UPDATED: When in single movement mode, you can now move multiple team members simultaneously while out of combat. Grouped movement functions the same as it always has.
UPDATED: When in single movement mode, the camera no longer centers on team members when you click them. While in combat and grouped movement, the camera functions as it always has.
UPDATED: When receiving faction tokens, a message is now displayed that tells you "You gain "faction name" Faction Tokens: +XX for a total of XX tokens. Will help keep track of how many tokens you have until the UI for this has been added.

5/5/17 - AI update! 0.068
UPDATED: A number of adjustments to enemy AI that make them more intelligent.
Ranged enemies will attempt to keep their distance, backing away from melee attackers in most cases
Blocking adjusted - enemies now have a number of activities including communicating with team members, healing, reloading and running for cover when they are blocked.
AI are less likely to waste AP during movement and combat
AI are less likely to bunch up leaving them open to AE grenade attacks
AI environment evaluation algorithms optimized. The time it takes for an AI to act once it is their turn is significantly reduced.
UPDATED: Cleanup of enemy healing code
UPDATED: Various tweaks to animations and combat animation speed
UPDATED: If a grenade or medkit are activated, ending a team members turn automatically disables the active state.
FIXED: When entering combat, enemies no longer fade out and then fade back in. LOS for enemy visibility remains the same.

5/3/17
0.067
FIXED: Fixed a number of areas where it was possible to get stuck in the newly added facility locations.
POSSIBLE FIX: A possible fix to prevent rare lockups on some AMD CPU's
UPDATED: Updated default space art for planetary bodies, suns and nebulae. This improves the default space visuals for the game. If you have a GPU with 2GB V-Ram you can, as always, check the HiRes Space option in the video options panel for ultra high resolution skyboxes and object materials.

4/29/17
HOTFIX: A hotfix was patched that resolves a rare edge case where the mission generator was duplicating one of the random mission locations. If you have a mission where you see two compass pointers on the mission map, you should exit and abandon the mission and take another from Zabin.
--Fixed ranged mutant attacks

4/28/17
ADDED: 3 new locations for the mission generator. If you find a place where you get stuck, or an enemy gets stuck, please do post a bug report. I'll also need your log file as described in the pinned topic in the bug forums to get it fixed.
FIXED: CTH cursor was incorrectly displaying bonuses to hit on various body parts - including the head.
FIXED: HP when creating team members and when in game are exactly the same now.
FIXED: HP should no longer vary when equipping/unequipping armor and weapons unless those items have stat modifiers
FIXED: Energy weapon projectiles are less likely to stay visible after impact
FIXED: Scaver Carnor now correctly named
FIXED: When looting grenades and med-kits that are currently selected, the number of items is updated in the UI
FIXED: Depleted asteroids now re-spawn correctly after 1 hour of game time and no longer take only one mining beam pulse to be destroyed.
FIXED: Enemies can only have a maximum of 1 stun grenade each
UPDATE: Updated combat pain animations for smoother animation blending

4/27/17
FIXED: Fixed an error with ammo mods that was keeping some modded weapons from gaining addition ammo
FIXED: Phage psionics no longer do double damage and/or damage and crit with fireballs.
UPDATED: Shield and armor wear disabled until crafting and repair go in
UPDATED: When selecting an existing save game in the save game list, the popup UI displays the name of that save so you can edit it or re-use it.

4/26/17
FIXED: Ranged enemies no longer inflict double damage
FIXED: A very rare edge case where landing could generate incorrect landing location data
FIXED: Zabin no longer appears on the trade station after he gives you a mission to meet him on Achmedius VIII - unless he has a twin brother, which he doesn't - so I don't know how he could be at two places at once. Unless he has advanced teleportation technology - which he doesn't...yet...

4/25/17
This was a fairly large maintenance update. After all the patches over the last two weeks, I spent some time consolidating data and making the game ready for some AI enhancements.

4/24/17
FIXED: A very rare edge case that was causing the exits to the procedural mission areas to disapear. If you are in a mission that is bugged, you can now exit.
FIXED: An error in an updated beam rifle model that was causing enemies to mis-fire.
FIXED: More navigation mesh fixes.
UPDATED: Vendors carry more ammo.
UPDATED: Balanced ammo drops between various ammo types - Dauntless ammo drops still restricted.
UPDATED: Increased loot drops in general.
UPDATED: Increased grenade drop rate.

4/22/17
FIXED: Ammo is once again rewarded for mission completions
FIXED: Enemies will no longer fire multiple rockets in one attack (annoying!)
FIXED: A rare edge case where when walking to an enemy with a melee weapon from distance for an attack, could cause attacking character to lock up the game. If blocked, the team member will stop out of range as close as possible to the enemy and return control to the player.
FIXED: If you are self stunned, your turn will be ended automatically now
FIXED: You can now scroll the stash list with the mouse wheel
FIXED: Fixed enemy miss message to use the enemies name correctly

4/21/17
UPDATED: Forcing the door to Phestus open for now until I can resolve a mission error where the open state is not being saved.
FIXED: Mission completion when turning in missions to Zabin should now function without error. For now you will get no ammo when turning in missions until I have more time to look into this.
FIXED: Shots should register as either a hit or a miss now 100% of the time. No more phantom shots.
FIXED: Grenade targeting was not functioning correctly - now fixed
FIXED: The AP movement indicators is now working again.
FIXED: Random crash related to mission rewards and ammo.
FIXED: A few more navigation mesh errors fixed
FIXED: Fixed a problem with Zabin where you could take a mission, click again and then click a third time and the mission would reset, granting rewards.

4/20/17
FIXED: If you have your cargo bay selected, you can now get rollover info on the vendor side of the UI.
FIXED: A couple of navigation mesh errors in the facility level set.
FIXED: You can no longer waste AP reloading a weapon that is already at max ammo capacity.
FIXED: Icons for perks above tier 1 were not being displayed
FIXED: Double clicking a med-kit in your inventory to add it to your stash no longer destroys the med-kit
UPDATED: Rollover info delay removed in vendor ui
ADJUSTED: Increased the value of equipment, both on vendors and as loot. Items that have already been looted have a lower value than items you will loot going forward. The cost of buying equipment from vendors is slightly higher than it was before.
ADJUSTED: The cost of standard ammo has been reduced.
ADJUSTED: The cost of heavy weapon ammo has been reduced significantly

4/19/17
FIXED: Broken combat queue.
FIXED: Clear enemy missions now correctly update the map to indicate that the final area is cleared.
FIXED: A message is no longer sent to the screen every time a clear enemy mission npc is defeated.
FIXED: Rifle pain animation
POSSIBLE FIX: I've posted a possible fix for the movement lockup where you click, in rare occasions, and the activity cursor in the upper right of the screen continues to spin after you arrive at your destination (out of combat).
UPDATED: Med-Kits are no longer a persistent toggle. You will need to click the icon every time you want to use a med kit. If you click the icon and do not use the med-kit, you will need to click it again to disable the med-kit. Using a med kit automatically resets the state.
UPDATED: Combat movement path breadcrumb is now updated every frame, no delay.
UPDATED: Further adjustments to first aid and hacking experience gain.

4/18/17
FIXED: Requirements for first aid progression relaxed
FIXED: Requirements for hacking progression relaxed
FIXED: It was possible to have more than one mission from Zabin if your inventory was full and mission rewards were rejected. Zabin will no longer allow you to speak with him if your inventory is full and cannot accept rewards.
FIXED: If no missions were present in the active mission display, junk data would be displayed.
FIXED: While you were away, your Mercs came back to get their missing hair on the Achmedius Trade Station.
UPDATED: The ABANDON mission button will now completely clear missions. If you ever find more than one mission from Zabin in the active mission list, just abandon all missions and speak with Zabin again. This will clear any progression issues. It's unlikely with the fix above that you will be able to get more than one mission in the future.

4/17/17
FIXED: Combat skills for some weapons were not contributing to the total number of skill points required to level up.
FIXED: Non combat skills (FirstAid and Hacking) when leveled up were not contributing to the total number of skills required for global leveling. A team member needs to have a full orange experience bar and a total of 5 skills leveled (displayed by the small purple bar at the bottom of the orange "Next level" bar) up before they have enough points to level up.
FIXED: Skipping the Dauntless then exiting to the main menu and starting a new game that does not skip the Dauntless no longer results in starting in the Ruins.
FIXED: All areas of the trade station are now exposed by default. Hidden areas were creating confusion when trying to find the mercs.
FIXED: An edge case where team member portraits were not be displayed correctly in the ship stations UI.
FIXED: If stash was open when closing the inventory window, the next time a vendor was acctivated, rollover info was incorrect.
FIXED: Fixed an issue where doors in Halamis Ore could be locked even if you have completed missions and opened the doors.
UPDATED: Removed auto-recovery for team members that have fallen through the world. This really should not be happening, however, I have had a few reports. In general, if you turn on the FPS meter and you have either very low FPS (15 FPS or less) or very high FPS (Over 60fps average) there may be physics problems. If you are getting framerates over 62fps, it is likely you are overriding the games VSYNC settings in your graphics driver panel and will see a whole bunch of differnt problems.
UPDATED: I have increased the physics checks to see if that will help with these rare cases where team members are falling through the world. On lower end systems, this may result in very slightly reduced performance.
UPDATED: I have updated the 32bit EXE again. I have had a couple reports that people on 32bit systems are getting the 64bit EXE - not sure why that is happening.

NOTE: You can recover team members that have fallen through the world by pressing the corresponding function keys F1-F4 for team members. Just press the corresponding function key and hold it for six seconds. Your entire team will be warped back to the beginning of the location you are in.

4/16/17
FIXED: Heavy weapons now gain experience
FIXED: In some instances, specifically when in hand 2 hand combat mode, that characters idle animation was not being restored. This also caused a problem where the combat cursor would no longer be displayed when you roll over an enemy target.
FIXED: Lots of navigation mesh fixes in numerous areas for the "Facility" map set.
POSSIBLE FIX: A possible fix for the rare combat lockup where enemies are blocked and cannot be targeted - super annoying bug and my highest priority.
UPDATED: Spawn points have all be checked and adjusted as needed in the "Facility" map set.

4/15/17
FIXED: When Steam overlay was active, input was being registered. The game should no longer register input when the Steam overlay is activated
FIXED: Activating the Steam overlay while loading a game should no longer crash the game. This was only happening on some systems.
FIXED: Rollover info in vendor inventory was showing incorrect information.
FIXED: "V" key was not toggling crouch/stand in combat.
FIXED: When mining in space a large halo is no longer displayed over the ship
FIXED: Mining now works even if a team member is not positioned in the weapons ship station. Mining only gains bonuses and grants experience from/to the team member in the weapons slot.
FIXED: A trade exploit was fixed on the Trade Station. For anyone who has not been to the trade station a vendor has been reset.
FIXED: If initially in space, the new portraits were bugged if you entered the character info or inventory screens. New portraits are now initialized regardless of where you are when you start the game with the new patch.
FIXED: Weapon wear is once again disabled - at least until crafting and repair are in the game.
FIXED: The endurance description was incorrectly noting that Endurance contributes to AC. I moved AC bonuses to the perk lines some time ago. The description is corrected.
FIXED: Displayed number skill values in character information gui were being obscured by the progress bars.
FIXED: The mini-gun carried by one of the merc's you can recruit was bugged. You may need to discard it. On the trade station, in the merchant area, there is a vendor standing in the corner. He sells level 1 weapons. You can usually get a new mini-gun if you load and save a few times checking his inventory. Anyone who recruits this merc in the future should no longer have this problem. Let me know if there are still problems after replacing the minigun.
ADDED: Added a label to indicate that team members can be selected by pressing F1-F4

4/14/17
- CONTENT PATCH 0.051 (KZ-MR7)
http://steamcommunity.com/games/465490/announcements/detail/469906559651726221

2/20/17
--A possible fix for the slow motion movement and animation on some NVidia chip sets
--Removed frame-rate cap completely
--Removed 60fps option - it is no longer needed, the game will run as fast as your monitor refresh (and video card) allows
--VSync is on by default now

2/19/17
--General Stability adjustments
--Shadows are now on by default. This should avoid the issue for new players in most cases where some NVidia GPU's are experiencing animation slow-motion. If you do experience this slow motion problem, please post on the bug forums. I'm trying to track this down. I've also added a solution in both the Technical Support forums and pinned FAQ post.
--New splash screen that clearly identifies ST as a Early Access title.
--Adjustment to the developer notes area on the main menu screen
--Fixes to various animations including replacing the terrible pistol hit animation
--Adjustments to animation and attack speed when for team members when clicking enemies
--Adjustments to animation and attack speed when using the combat queue
--Adjustments to animation and attack speed for enemies using melee weapons
--Adjustments to animation and attack speed for enemies using ranged weapons

--An additional fix was posted that makes sure the game defaults to "Shadows on" for first time players on NVidia cards that are having animation speed problems.

Overall, combat should feel much more responsive. More fixes for this AFTER the next content patch.

2/9/17
[FIXED] If on the surface of Achmedius and returning to the Aznari Ruins, player would instead end up in space.
[FIXED] Loading screen art now displays correct ratio of width to height regardless of screen resolution.
[UPDATED] Improved the quality of the materials on the Trade Station.
[OPTIMIZATION] Loading speeds improved.

2/8/17
[FIXED] Background music volume is once again lowered during character creation so you can hear voice selections.
[FIXED] Ammo display error on the weapon GUI is now fixed in cases where you have 100 or more rounds of ammo for the selected weapon.
[FIXED] Developer notes window on starting screen now scrolls with mouse wheel.
[FIXED] Transition from dauntless is fades to the loading screen correctly.
[ADDED] Added art on loading screens.

2/7/17
[FIXED] A fix for edge scrolling - For some screen resolutions, edge scrolling either left/right or up/down was not working. Please report any issues with edge scrolling in the bug forums if you come across them.
[FIXED] A possible fix for some older NVidia laptop chipsets that experience slow motion animations and movement if they are running without shadows (which is likely because these are low end GPU's - no insult intended).
[FIXED]Adjusted. Further tweaks to physics.
[ADDED]Developer notes added to the starting screen that explain that this is an Early Access game, there may be some bugs and that all features are not yet implemented. In addition I note the major known bugs with the game. I felt this was important. I don't want anyone playing the game to be in a position where they are not aware that this is an Early Access game so they can immediately get a refund if they did not sign up for that.

2/3/17
ADDED: Loading progress bar added. There is a delay after the bar fills before a location is displayed while the engine unloads the previous location.
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 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 GUI.

ADDED: VSync is now on by default - this may help with some rare physics issues.
ADDED: When exiting 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.

REMOVED: When starting a new game, the help screen is no longer immediately displayed. I've had a few complaints that this breaks immersion. Some have actually been upset that there are so many keys to remember. 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: 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 GUI, "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 GUI in the future. I'll also be adding the CTRL key 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 the active weapon slot, 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. Addition debug data added.


1/25/17
A few fixes for bugs noted over the last few days.
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...

A possible fix for a reported instance of falling through the ground in the Slice Mines. This patch has some experimental code in it that seems to work really well on all the test systems that I have. Let me know if you come across any new and unusual behavior in movement or otherwise. I'll roll back if I need to.

1/23/17
Patch for Steam offline mode. Offline mode should now work.
Additional fixes for initial game default settings

1/20/17
Another patch. This is the last patch for a while unless there are reported crashes or blockers. Moving back to KZ-MR7 now and fixing other bugs/issues on my list as time allows. The game should be stable at this point after the core engine upgrade.

IF YOU EXPERIENCE ANY CRASHES, LOCKUP'S OR BLOCKERS , please report them in the bug forums. I'll look at them as soon as I can. Please add your CPU, Graphics card and memory, system memory and operating system to any reports.

Here are today's notes:
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 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.

1/19/17
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 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.
UPDATED: Mouse edge panning and keyboard camera scrolling speeds adjusted
UPDATED: More stability fixes related to new engine update. PLEASE POST IN THE BUG FORUMS IF YOU HAVE ANY SOFT LOCKS OR CRASHES. I'M WORKING TO RESOLVE THESE AS FAST AS I CAN.

1/18/17
--More fixes for CTM - let me know if you experience any missed clicks or movement lockups.
--Mouse edge panning - something new - let me know if you have any problems with this. I'll add it as an option soon that can be turned on/off.

1/17/17
Still working on occasionally missed clicks when moving. If you are getting a lot of these, uncheck the 60fps option in the Video Options menu.
This is a big patch because data in most of the locations had to be edited.
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 is now possible again without soft locking the game. Let me know if you see any other instances of this problem.
FIXED - Characters should not get stuck in a walking animation loop on stairs. Let me know if you still see this.
FIXED - A few typos in dialog with Rhamus.
FIXED - Cannot get stuck in hand rail in trade station.
UPDATED: People playing on "Publictest" should no longer see multiple 64bit versions

1/16/17
Added a little debug info export to the log to support an issue someone is having launching the game.

Part b-
--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.

Please let me know if you see either of these by posting in the bug forums.


1/15/17
--Fix so input is not registered when leaving combat. May fix rare lockup.
--Additional support for a small number of systems that are having problems launching the game.

Part b -
--Fix for broken armor durability - fixed now and half of what it was a week ago. Thanks 'drake_hound'!
--Additional stability for some systems and the addition of 32bit and 64bit launch options if the game is launched from within Steam. If you are having problems launching the game, launch the game as 32bit from within Steam, not from the desktop icon.

1/14/17
--Major fix for initiative and turn order. Enemies and player team members will no longer receive consecutive turns
--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! )

Part b -
--Updated core renderer and shaders.

1/13/17
http://steamcommunity.com/games/465490/announcements/detail/499171623121164948

12/29/16
--Players really, really, really should not be able to FTL out of Achmedius unless they are running an older build that was only available for about 1-2 hours last week. Really! - Let me know if you can FTL out - it would be a major bug.
--The SPACE HELP menu is now displayed the very first time you launch into space. It has important information about traveling (Like Micro-Warp using the "R" key and the fact that you have an Afterburner) - please read it.

12/27/16
--Players should not be able to FTL out of Achmedius. If you can, please send an e-mail to support@stellartactics.com and I will look into it. This could break your game.
--Reduced texture memory overhead on the Dauntless. May help some lower end systems avoid rare crashes.

12/20/16
Fixed an error with the FTL drive

12/19/16
Fix for a rare combat lockup.

12/18/16
I'm posting a patch today that addresses the following issues:

--Blocking is much less likely now, though still possible. Mobility in narrow areas is much easier. In many cases it appeared that you had a lot of room around you in a corridor, but you could not move. I understand that this was likely confusing and frustrating.

--Enemies are much less likely to be blocked, though they can still be blocked if they cannot reach any of the players team members. In cases where they are blocked, if they are able to heal, throw grenades, switch to ranged weapons and/or reload, they will. Phage on the Dauntless do not have ranged weapons, the ability to heal or other "idle" tasks so it appears as if they are just standing there ignoring combat. The fact is, they are - they are "challenged". Phage later in the game have "idle" tasks that they can perform if blocked once they "evolve". Humans of course are intelligent and capable of idle tasks.

Choke points still exist, but are much less likely.

--Melee enemies are unlikely to ever attack now when out of range. I've added additional AI checks that force range checks for melee NPC's.

During alpha I'll look into a way to add additional movement feedback. I've also added a survey to gather more feedback on the issues.


12/17/16
A shout out to Ай for finding this one - Fixed a rare case where incorrect space stations or objects in a solar system could be selected when docking. This could cause (in very rare circumstances) issues with objects on the station not behaving correctly. Examples include locked doors, missing loot objects and other problems.

12/15/16
Fixed z-order sorting for solar corona's

12/13/16
Reduced the size of visual effects - may help the few people who are experiencing crashes on older laptops.

11/30/16
Adjusted ambient audio in Vats.


11/27/16

Fixed a navigation mesh problem in the Slice Mines (thanks Tulin!)

Team member recovery-
Added a team member recovery feature. If a team member becomes lost or refuses to respond, you can recover that team member using the following steps.
1) Press the corresponding function key (F1-F4) - note that the correct team members portrait is highlighted in the upper left of the screen.
2) Press that function key again and hold it for six seconds - then release the key.
3) Your team member should warp to the position of another team member and is now "rescued"

This is a fairly rare circumstance but I thought i would get this code in to avoid frustration for users that have had it happen.

Issues with dedicated Intel GPU's
Dedicated Intel GPU's (usually laptops) are experiencing crashes and other issues. These are related to the OpenGL implementation on these chipsets and shared video memory. This build addresses those issues by allowing Intel users that are having a problem an alternative. You can now add the following line to the end of the "S3DClient.cfg" file. This should solve the problem for a number of the people running the game on these GPU's. I'll be publishing an engine update sometime next year that solves this problem and provides better performance on Intel GPU's.

NOTE: If you are not running an Intel GPU, do not make this change. It could cause problems for mainstream GPU's ( ATI and NVidia ).

Follow these steps:

1) Navigate to "SteamInstallDirectory"\steamapps\common\Stellar Tactics
2) Open the "S3DClient.cfg" in Notepad.
3) Add the following line to the end of the config file

AllowExperimentalRenderer=1

4) Save the file in Notepad and exit.

Load the game as usual.

11/20/16

NEW: High resolution space backgrounds can now be enabled in the Video Options menu. They have always been there, just disabled. Select the new option in the options menu and re-load your savegame to get the upgraded visuals. If you experience any problems loading the new backgrounds, likely due to a very low end GPU (yeah Intel, that's you!) then just disable the high resolution backgrounds and re-load the game.

FIXED: Team members would on very rare occasions fall outside the game world. Team members are now reset if this happens and placed back in the visible game environment. Save-games that have team members that fell out site the game world will reset that team members position near the other team members.

FIXED: Innate chance to be hobbled or crippled by melee attacks from NPC's was broken. Melee attacks now once again have an innate chance to cripple arms and hobble legs.

UPDATED: Multi-Key keyboard camera scrolling is in. You can now scroll the camera using WASD or the arrows in eight directions while in ground exploration mode.

UPDATED: Projectile speed increased - bullet movement is much faster now.

UPDATED: A few small steps taken towards more responsive character movement in the environment.

UPDATED: More steps towards making future patches smaller by moving object code out of level resources. This patch handled door's and cameras resulting in this patch being as large as it is.

11/13/16
FIXED: Fixed a problem when re-entering the Aznari Ruins after leaving the ruins. You can now see your team members and proceed as expected.
FIXED: You can now defeat the boss in the Aznari Ruins even if your inventory is full.
FIXED: Armor retrieved in ruins now highlights correctly on rollover when worn.
ADDED: Added a gameplay options menu. In the future, many options that will allow you to customize your gameplay experience will go here. for now, I've added the option to disable auto-saves. Note that if you disable autosaves you may lose progress. Auto-save is on by default. I recommend that you save often if you turn this feature off.

11/4/16
Here is the latest patch. I'll monitor this closely over the next few days while I move forward with NEW CONTENT! (Finally!) I'll be posting an update in the near future that covers just what that is.

GRAPHICS OPTIONS RESET
- Your graphics options will be reset on launching the game. Current options remain the same as they were before. I'm doing this to provide a better initial user experience.
--Your video resolution will be set to your current screen resolution as long as that resolution is not higher than 1920x1080. If your resolution is higher than 1920x1080 - it will be set to Full-Screen 1920x1080 when you enter the game. You can adjust your resolution in the optios menu.
--Resolutions above 1920x1080 are no longer available in the options menu. I'll change this later - perhaps during BETA.
--SSAO is set to off by default
--Shadows are set to medium resolution by default instead of high. Shadows are the number one reason for poor performance on older hardware.
--Anisotropic filtering is set medium resolution by default instead of high
--The game will default to full screen instead of windowed mode

And now for something completely different...
If you enable the FPS meter, you will get a message if your system is not performing at minimum game requirements. This happens if your frame-rate dips below 25 FPS for 60 seconds. The message will make suggestions for optimizing settings in the options menu. These are usually related to shadows and SSAO.

GENERAL PATCH NOTES
FIXED - If a pilot was not in the pilot slot when launching from a station or other location, the game would stop responding.
FIXED - An NPC in the vats would occasionally cause a combat lockup.
FIXED - Female PC's firing beam or some heavy weapons while crouched could lock up the game
FIXED - Using a healing kit during combat when crippled now takes the appropriate AP penalty
FIXED - If a grenade is primed and you switch to your primary weapon, grenades are now de-activated
FIXED - Weapons with equipped mods would lose their mod info in the rollover info hud if moved to inventory and then back to the equipment slot
FIXED - If mining asteroids and you micro-warp, mining laser is not left in mining state
FIXED - Perk critical chance bonus now applied to Critical Chance values displayed in GUI.
FIXED - Perk bonus damage now applied to AC values displayed in GUI
FIXED - AC values were not correctly displayed when changing armor in GUI.
FIXED - Mods to endurance were not correctly displayed in the GUI.
FIXED - Planets name labels would disappear after docking and then launching.
FIXED - When micro-warping to an asteroid field, your ship will now stop when you arrive.
ADDED - A FPS meter. The Meter is color coded. Anything below 30FPS will cause issues with the physics system and performance issues overall. Green = Good! - Yellow = Borderline! - Red = You need to reduce your graphic settings (Most likely shadows)
ADJUSTED - Click response in the environment is faster now.
ADJUSTED - Looting and using objects in the environment is now 100% faster. Looting objects with many items may take up to 1 second to generate loot.
ADJUSTED: Adjusted PUGILISM damage - down slightly from before
REVIEWED: Shotgun damage - Shotguns receive a range bonus of up to +25% based on distance to target - perhaps OP - no adjustments made. They have a chance to STUN and a chance to BLEED. Certainly shotguns are OP if you find a shotgun full-auto trigger modification. Get-em now before they are gone!

10/26/16
I'll be monitoring this patch closely over the next few days for any data related issues. Though thoroughly tested, there may be a few lingering edge cases. Thanks to everyone who downloaded the Public Test Branch to test this.

Completed a major re-write of the resource object code
- this should reduce patch sizes significantly going forward. There is still some work to do to reduce patch size, but that will come later.

Removed AI debug data from the log
- this should speed up the game on lower end systems a bit. I left this in initially to help with any blockers or issues.

New highlight system.
By default, objects that can be interacted with now use a much brighter glow so it is very obvious which items can be interacted with. The glow is color coded (green for loot, yellow for mission/log objects and purple for non-lootable inter-actives). This should also fix invisible highlights for systems that are using Intel chipsets without the latest drivers. Many issues with glow, screen resolution issues, crashes and other problems have been related to on-board Intel GPU chip sets using default manufacturer drivers that have never been updated.

The original, more subtle highlight shader system is still available. Now the glow is static so it does not pulse and is set to maximum highlight until you release the CTRL key or move your mouse cursor off the object. If you want the alternate (original) shader highlight, you can open the video options screen and select "Subtle object highlight".

Other fixes
---Fixed a major error in the right-click movement system - missed clicks when moving should be way less frequent now. Thank you "axed1nce", You're comment led to a fix that may help everyone!
---When leaving an area and returning to that area, you are no longer able to hack and loot chests that were previously hacked and/or looted
---If you left an area that had a chest and did not loot it, you may have lost that loot. This is fixed now.
---Pressing escape during cinematics works as expected now.
---Fixed a problem with NPC team members that was causing them to not load using the new data system, locking up the game.
---Fixed a problem with keypads and equipped hacking tools
---Fixed a problem that may have caused down-scaling of rendering resulting in low resolution graphics at high resolution screen settings on some systems.
---Reversed Q/E rotation - eventually this will be user configurable when key-mapping goes in.
---Reversed mouse wheel zoom to better match the default behavior in other games. Again, this will eventually be user configurable.



10/14/16
ADDED: Holding down the ALT key now allows for cursor fine aiming - gain a bonus to hit by adjusting your aim on any (available) enemy body part.
FIXED: The mod vendor on the trade station once again sells mods.
FIXED: You can no longer select keypads that are part of a mission you have not yet accepted.
FIXED: You can no longer hack keypads that are mission keypads.
FIXED: When near planets with landing sites, then leaving (not landing) and then returning again, the land button would not display. You would need to leave the gravity well and then return. This is fixed.
FIXED: You must select a name for each of your team members to progress in character creation.


10/9/16
ADDED: Added a new vendor to the trade station that sells level 1 weapons and ammo. You may need to check the vendor a few times to find the weapons you want. The vendor is near the other weapons vendor, standing in the corner.
FIXED: Some objects that added logs could be clicked multiple times, resetting the log entry.
FIXED:(Experimental) Keyboard input is no longer registered in the game when the Steam overlay is active.
FIXED: Pressing Approach for a selected object would cause you to dock if you had previously selected a station.
UPDATED: Cursor performance in combat is generally better overall.
UPDATED: When in combat, the movement path indicator is displayed much faster now.
UPDATED: Text on combat cursor for Percent CTH and Body Part is a little larger now.
UPDATED: Cursor fine aiming has been removed by default. When you roll over a body part you will get a single fixed chance to hit indicator. Fine aiming will go in again later as an optional key (likely the "ALT" key). Several reviews and a lot of player feedback had mentioned this was annoying. I like it as a feature (you know, fine tuning your aim is something you do with real weapons), however, I agree that it can be confusing and annoying by default.

10/7/16
HOTFIX: Hotfix posted for CTRL highlighting not working. Should work now.

10/6/16
A number of usability fixes. More to come over the next few days and weekend.

FIXED: Numerous typos - thanks Kaldari
FIXED: Turns being skipped when using the "Space" key and "End turn" icon
FIXED: Rare physics bug - PC's ejecting into the nether when trying to move them if blocked
FIXED: Weapon attachments can no longer be equipped to weapons that do not have mod slots
FIXED: Mining lasers could fire at any range - not any more!
UPDATED: Help menu's now show changes to mouse rotation (left click and drag)
UPDATED: Q and E keys now rotate the camera (I'll add these to the help menu in the next update.)
UPDATED: Enemies with low hit points that are running for cover now take an AP penalty so they cannot run as far. Makes sense because they are usually heavily damaged. Should make runners less annoying!

RARE CRASH FIX: For a very small number of people, the game would crash on launch. I think I've had 4-5 reports total. That should be fixed now.

10/4/16
FIXED: Another edge case for the "Clear the deck" mission - some having problems completing this mission after killing all phage on the deck before placing sample in analyzer should see the mission complete the next time the load their game or the Crew Deck.

10/3/16
FIXED: Soft-lock when enemies die of poison or bleeding
FIXED: Exploit where you could just click the "ASSIGN" button in the character information GUI and get full health immediately,

10/2/16
CHANGED: Camera rotation is now handled with the left mouse button. Some had issues with movement and rotation being on the same mouse button and there were conflicting input issues. Let's see if everyone likes this better. It may take you a few minutes to get used to it. I do think it is better (this applies to ground and space exploration)
FIXED: Base Endurance was not being applied to new characters correctly at the beginning of the game. This is fixed now. If you generate a tank and apply all stats to Endurance, this character should have significantly more HP than the rest of the team members.
FIXED: Apply stat points to Intelligence produced strange behavior (loss and gain of intelligence points) - this is fixed now.
FIXED: If auto-hacking, and exiting the hacking interface, hacking could continue - this is fixed.
UPDATED: When generating new universe data, the progress bar is now hidden during the generation portion of the process and a new message is displayed. This should be less confusing for folks who are waiting for the data to generate before being saved.

10/1/16
Rewrite of the kill mission parsing code. Should resolve issues related to the "Clear the deck" mission that several have been having. If all Phage were destroyed before inserting sample in analysis chamber, the "Clear the deck" mission would not complete. Let me know if you see this again in any new games.
FIXED: Edge case for "Clear the deck" completion!

9/30/16
FIXED: Vendors would occasionally not display their wares. This patch should fix that so it doesn't happen in the future and should also fix any existing saved games that have the issue.

9/29/16

A bug was introduced with the following fixes that sets ranged weapons max ammo to a very low amount. A hot-patch was deployed! - This fix only affects new vendor inventory! If you purchasedor looted ranged weapons before this hot patch, I'd sell them and write them off on your taxes if the ammo seem's unusually low...sorry for the trouble.

ADJUSTED: Log and mission hud description text is white now (easier on the eyes)
ADJUSTED: Weapons can no longer be purchased with full ammo. Heavy weapons have no ammo when purchased.
ADJUSTED: Ranged weapon ammo price reduced by 50% on average. Heavy weapon ammo remains the same.
ADJUSTED: Maximum shotgun ammo you can carry increased from 70 rounds to 200 rounds
ADJUSTED: Maximum rifle ammo you can carry increased from 300 rounds to 500 rounds
ADJUSTED: Maximum Power cells you can carry reduced from 800 to 500
ADJUSTED: Maximum SMG rounds you can carry reduced from 800 to 500
FIXED: A number of typos
FIXED: Several chests that were difficult to open - further tweaks needed
FIXED: Mining skill exp is now awarded - you gain exp for every pulse of the mining laser


9/27/16 Part 2
Fixed: Found another possible level transition mission breaker. Posted and ready for download. If for any reason, you started a mission and left the level and returned - prior to this patch, you were likely to have broken the mission system (not your fault of course, mine). Hoping this one is truly fixed because 80% of all reported bugs were related to this in one way or another. You MUST start a save game prior to taking a mission from either Dr. Jensen or any other main character if you left that level while the mission was active in order for this fix to work. Either that or start a new game (new team, new gear).

Thanks for your patience as I work out the last of the major bugs and move on to smaller fixes and improvements.

9/27/16
FIXED: Leaving Halamis Ore after receiving mission no longer resets the mission. This is a global fix. All missions could reset and stop progression if you left the level you received the mission on. Sorry bout that. I guess in six+ years of development, I never tried that.
FIXED: Can speak to Scarby twice after returning from mines, breaking the mission.

9/26/16
MAJOR FIX: DOT's (Poison and Bleeding) were causing a lockup in combat. This could have caused many of the games combat lockup problems.
FIXED: Pathing error in the Mines.

9/25/16
--Mine mission auto-complete bug fixed - a mission would complete itself immediately after being given.
--A possible fix for the Mine mission all clear but Scarby wont talk to you bug. You may need to restart from a previous save if Scarby doesn't recognize the mission as complete.
--You can no longer heal KO team members - this was an oversight that could have caused a lot of big problems with game stability. Thanks for finding this!
--Auto saves are in! When you switch levels, the game will auto-save with a time stamp. I'll add this as an optional feature when the "Game" options menu goes in. This is a new feature so I'll keep an eye on it for the next few days. This will ensure folks can go back to a fairly recent save when they have a problem in the game!

9/23/16 Part 2
The "Clear the deck" mission bug left a few players blocked who had no save games prior to that mission. I've added code that may fix this forcing dialog with Dr. Jensen. Let me know if this works in the bug forums.
FIXED: It was possible that mission items, if not looted and left in backpacks or chests between save games, could be lost, blocking progress. This is fixed. No one reported it, but I noticed the problem while investigating other issues.

9/23/16
FIXED: Clear the Crew Deck mission could not be completed if mission given after all enemies defeated. This is fixed now. You should be able to load your saved game, go to the crew deck and the mission will completed after 20 seconds or so. Dr. Jensen will open her door of this mission and the log retrieval missions are completed.

Last edited by Stellar Tactics; Mar 28 @ 8:57am