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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.
VER 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 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.
VER 0.730

I'm posting a few updates and fixes today. This is not the BETA patch. I'm working on it. This patch is larger than usual because of material changes to support the GPU support mentioned below.

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.

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.
Post edited February 19, 2025 by StellarTactics
VER 0.731

A few updates and fixes - mostly related to the Ruins after the Dauntless. This is a fairly large download as resources were updated to make the fixes below.

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.
I'm posting a hotfix today for the following issues. This is a data only patch so no version change:

FIXED - In the "Raider Laboratory" mission area, one of the mission area exits was broken.
FIXED - Various pathing errors in the same mission area.
SMG = no single fire mode? Why? Seems an arbitrary and pointless change to something, that has no effect on tactics. Plus smg's normally have a single fire mode in real life. Losing this in the future seems as silly as adding muskets.
avatar
Shmacky-McNuts: SMG = no single fire mode? Why? Seems an arbitrary and pointless change to something, that has no effect on tactics. Plus smg's normally have a single fire mode in real life. Losing this in the future seems as silly as adding muskets.
This has already been explained here.

And if you'd like more information about the issue, please post it in the question about that issue instead of in the sticky patch notes thread (which really should be just for the developer to post information about the patches - questions, comments, or bug notices should probably go in their own thread to keep this one "short and sweet")
Post edited March 01, 2025 by Toccatta
Thanks for the link. But I am posting in a proper area. It addresses something he posted. Plus my point is still valid, as he did not make any sense making such a change.

In your link, you point out a similar concern. Lets hope the change isnt permanent.
VER 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.
Post edited March 28, 2025 by StellarTactics
VER 0.8

I'm pleased to release Chapter 3 today. As always, it is likely a few bugs will pop up over the next few days so I will keep an eye on the forums for any issues. If you do find any issues, please post on the forums.

You will not need to start a new game if you have an existing save. I do not wipe saves between content updates.

Stellar Tactics is now full BETA. I define BETA as CONTENT COMPLETE and MAIN FEATURES COMPLETE. Adjustments and smaller features pending. It's kind of an old school definition. I like that!

CHAPTER 3 - Chapter 3 begins once the mission "The truth about Jensen" is completed (end of Chapter 2). If this mission is in your "COMPLETED" tab you should be contacted after a short time to start the latest content when you enter FTL space. The first mission of the new content is "The Cannon is ready!"

COMBAT - Combat in chapter 3 really ramps up. You will need to use all the tools you have including Azimuth, Psionics and a large number of grenades to keep things under control. As far a space goes, there is mandatory space combat, so, equip those ships with the best gear you can find. I really recommend a heavy fighter or a larger cargo vessel with good shields, armor and weapons. Really, you are going to need to be prepared.

ACHIEVEMENTS - Unfortunately, they are not ready for release right now. I am working on them and they should be out soon.

Localization - Chapter 3 localization is machine translated, so there are likely to be errors in languages other than English. I'll be opening up Crowdin for community localization in the next few weeks. If you are interested in joining the community translation, send an email to support@stellartactics.com and I'll get back to you.

WHAT'S NEXT?

Achievements - You know what this is...

Unique named weapons - Special weapons players will discover through various means.

Better mission guidance - While objectives are now shown on the radar, there are a few additional things I would like to add to help players progress through missions easier.

Crew mission system - Send idle crew members on missions.

Expanded mission variety - More variants of existing mission types. More ways to acquire missions.

Simple tutorials - Mini tutorials that guide players through the interface and systems.

Additional key binds - Some keys are locked right now and I'll look at providing more options.

Community requests - things like ship transfer between stations, looking into overwatch (no promises) etc.

Polish, tweaks and bug fixes.

GENERAL PATCH NOTES: Updated - You can now name your ship. Select the ship name at the top of the upper left side of the ship UI (above "THRUST") to edit your ships name. Then press the green check mark to commit the name to the ship. Your ships name will be displayed at the top of this screen whenever you open the ship UI.

Updated - Aznari Ether inventory objects now stack in inventory and stash by type (shard, stone and relic). The game will parse your existing inventory and stack any shards it finds.

Updated - When crafting weapons, the default state of the weapon level slider bar is now level 1.

Updated - In space combat, enemy shield regeneration boosted in "HARD" mode.

Updated - Weapon status effect bonuses (innate/perk) are now displayed in rollover info. I have a bit more work to do on this.

Updated - In combat, selecting crew portraits at the top of the screen, and portraits in the turn order list will now center the camera on that target.

UPDATED - Jensens door on the Dauntless. I re-wrote the scripts for this with multiple redundancies including iterative checks that the player had actually completed both 1) Cleared the deck and 2) Gathered Rhamus' logs. Jensen's door will not open until both of these missions have been completed. Updated the mission text for both missions so the requirement (both objectives complete) is clear. Rhamus' logs have been moved from his room to various locations around the deck in the lab area.

UPDATED - You can now cancel boarding missions from Phestus. This can be done in space by selecting the boarding mission in the objectives list. A new button is displayed - "CANCEL MISSION" and will remove the current mission from the list. Phestus will offer you a new mission after some time.

UPDATED - When you rollover the log window, the background is now opaque.

UPDATED - When expanding the log window in space, the objective tracker is hidden. Collapsing the log window will display the tracker.

UPDATED - When using fast travel on the FTL map, star systems when you arrive at your destination load much faster.

UPDATED - When a log is looted, a new popup displays the name, date, subject and entry. The log is still stored in the log [L] DATA tab for review. This UI displays the first log entry. If there are multiple log entries, a message is displayed letting you know additional entries are in the DATA tab of the log screen.

Fixed - Sorting inventory, cargo and vendor UI's by value would fail when values were above 1 million.

Fixed - It was possible to transfer large quantities of items from/to storage by entering values beyond what is in your cargo or cargo storage in the numeric field.

Fixed - Trade widget would not add commas to values in some cases.

Fixed - Trade widget when values over 1 million would display notation instead of value.

Fixed - If you had over 999 grenades, they were not displayed correctly on the grenade selection popup and shared inventory.

Fixed - Jenny Hui now spawns with the correct SMG fire modes (SINGLE/BURST)

Fixed - Targeting Saod in FTL space and selecting the Indomitable will now display the correct portrait in the target HUD.

Fixed - Some missions were displaying incorrect mission location data in the log.

Fixed - Various active menus allowed interacting with background UI elements that should have been inactive. This would occasionally lead to a lockup.

Fixed - It was possible to quicksave (F5) and quickly open the main menu. This would lead to a game lockup.

Fixed - Hostile attacks by random enemies were not being triggered in star systems that had no stations. A hostile attack is not related to incursions which are missions generated by System Command. Hostile attacks cannot be turned off using the "Space Combat Incursions" slider in the gameplay options. There is always a chance that enemy ships can spawn.

Fixed - After FTL fast travel and/or quickly entering and exiting star systems, incorrect materials could be applied to procedural planetary bodies.

Fixed - Improved load times when entering and exiting star systems (to/from FTL space).

Fixed - Movement during Aznari pillar lightning animations is now disabled.

Fixed - Disabling high resolution textures in the options menu now correctly loads and displays low resolution materials for various objects that are pre-loaded.

Fixed - [Z] now toggles Azimuth UI on/off.

Fixed - Colored icons were displayed in the Azimuth UI if simple icons were selected in options.

Fixed - The number of shards displayed in the Azimuth UI were not updated correctly.

Fixed - You can now sort for ship refineries using the cargo sort filter when trading with a ship equipment vendor.

Fixed - Lockup when changing buffer resolution from the video options menu.

Fixed - 2 hand blunt and 1 hand piercing starter weapons were incorrectly labeled as blunt and piercing instead of kinetic. This fix is not retroactive.

Fixed - In ground locations, the map could be displayed when it should be locked.

Fixed - Active mission flags displayed on radar in ground locations do a better job of checking for active mission objects.

Fixed - A bug related to "activate" type missions where incorrect completion data (number of activations) was being saved to the environment.
VER 0.8b

FIXED - A bug that would lock the game up when boarding ships
VER 0.8c

FIXED - "Who goes there" mission would not allow players to enter star system from FTL space.
VER 0.8d

FIXED - Lockup when entering the 4th Aznari ruin.
FIXED - Updated floor colliders in Aznari ruins.
VER 0.821

FIXED - Error when boarding "Command" ships.
VER 0.822

FIXED - Edge case that could disable the ability to FTL if certain conditions were not met.
FIXED - When mining derelict wrecks, loot containers could not be looted once the wreck was completely mined.