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high rated
Version 0.595

A number of fixes and updates here. A lot of other work completed related to localization, UI element sizing and general issues related to localization. I'll be posting this patch in the next hour.

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.
high rated
Version 0.596

Fixed - An issue with character creation when assigning skill points.
Fixed - A number of localization fixes.
high rated
Version 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.
Post edited December 22, 2021 by StellarTactics
high rated
Version 0.599c

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.
high rated
Version 0.599d

HOTFIX - A fix for a equipment repair state that could cause crew members to become invulnerable to damage.
Version 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.
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.
Post edited December 20, 2022 by StellarTactics
7/22/22 - 0.603 PART 2

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.




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.


7/27/22 - 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.

7/28/22 - 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).
Post edited December 20, 2022 by StellarTactics
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.

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.

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.

8/5/22 - 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.

8/7/22 - 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.

8/11/22 - 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.

8/12/22 - 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.

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

8/22/22 - 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.

8/26/22 - 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.

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

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

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.

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.
Post edited December 20, 2022 by StellarTactics
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.
10/28/22 - 0.625 - PART 2

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.

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

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

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.
Post edited December 20, 2022 by StellarTactics
Version 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.
Version 0.711

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.
A few fixes today. Notes below:

Version 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.
A few fixes and updates today. Version 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.
6/15/23 - VER 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 long 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.