Stellar Tactics
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DEVELOPERS LOG #4 – Perks and Status effects

The perk system in Stellar Tactics is different from most other games in number of ways. I’m going to describe the system in this Developers Log and explain how it works. Though this system is ready for the Early Access, there will likely be a number of passes to tweak the damage, defense and status effect bonuses.

Perks are granted at various level tiers; levels 20, 40, 60, 80 and 100. You get your first perk choice in any skill at level 20 in that skill.

perks_anim_updated

Perks are granted for every skill in the game for a total of 95 assigned perks and a total of 285 perk selections for each team member. That is, for every skill you will have a total of 5 selected perks at level 100 if you choose to select them.

Perks come in three general categories for combat skills; Offensive, Balanced and Defensive. Each perk applies two effects:

  • Offensive – Damage, critical or chance to hit bonus and a status effect bonus such as bleed, poison, hobble, cripple etc.
  • Balanced – Bonus to both Damage and AC
  • Defensive – Bonus to AC and Resistance

Perks Stack – If you decide you want a defensive front line melee character, select all defensive perks for a particular weapon skill and you can gain a major AC bonus and resistance to that skill’s status effect affinity.

Perk choices are never permanent. You can change your perk selections at any time, even during combat. Is a boss spamming a toxic AE effect that is wiping your team? Chose perks (and of course shields) that provide protection from the effects. Notice that a certain enemy has a weakness to certain types of damage? Adjust your perks to take advantage of that weakness, all in real time during combat. Perks are a tool that allow you to further customize your characters.

Perks  are a major part of the customization you can apply to your team members. These includes shield upgrades, weapon upgrades, weapon mods, armor selection and of course the application of stats to your team members that support their weapon choices.

A note about status effects. Status effects are applied in a number of ways. For now, the following status affects are applied in combat:

icon_status_root Hobbled: Reduces movement by 50% – there is an innate chance to be hobbled if you or your enemies legs are damaged.
icon_status_crippled Crippled: Increases action cost by 50% – there is an innate chance to be crippled if you or your enemies arms are damaged.
icon_status_stunned Stunned: Some weapons have a chance to stun your enemies for up to three turns
icon_status_bleeding Bleeding: Some weapons have a chance to apply bleeding, a damage over time effect that can last up to three turns
icon_status_poisoned Poisoned: Some weapons apply poison, a damage over time effect that can last up to 3 turns

Several  weapons have the ability to avoid armor or personal shields to various degrees ( “The slow blade penetrates the shield” – Dune )

At some point Psionics will be introduced into the game. Psionics will be a completely separate skill progression with its own set of perks. Psionics will utilize Psionic Projectors, a form of weapon unlike any other.

That’s it for now. Back to testing the game for the September 22nd Early Access release.

4 Comments

Gene
September 29, 2016
I just got the game on Steam. I have been playing for about 3 days. I went through prologue and the Brood Mother encounter, and I wanted to leave some feedback. The Good: Excellent game concept. It looks like it got everything I was looking for in a game for the last 20 years. Room for improvement: Generally frustrating camera angles-would be nice to have an ability get it lower and closer to characters sometimes. Walls block a lot of view in the corridors -would be nice to make a wall partially transparent when it is between a character and the camera. Edge scrolling would be a great addition - I realize it is a matter of taste, but a lot of well designed games have it and it works (XCOM, JAGGED ALLIANCE, FALLOUT, DIVINITY OS1,2 etc) Something is wrong with lighting - characters appear too dark and lit from below, there are shadows everywhere, so a lot of detail is lost. Maybe it could be adjusted a bit toward brighter higher located light sources. Also the dynamic light coming from characters is very apparent and confusing, maybe it's not necessary to have it? First couple of levels are ..."too symmetric" and predictable as far as placement of enemies and layout is concerned. They are basically ammunition drains. The weapon damage to enemy health ratio is low - it takes forever to take down a single enemy, on average 3-4 turns per baddy, so it feels like a grind after a while. You can't bypass them, you have to fight them, 12-18 turns later, you are down 80% of ammunition...oh look conveniently located crate to replenish you. Enemies travel mach farther per turn than effective range of projectile weapons, so it is impossible to break contact or withdraw to cover, you literally have to sit there and get eaten, hoping that you can win this little contest of attrition. Intelligence stat is glitchy - during the level increases an attempt to increase intelligence actually lowers it. Some silly items: Two PhDs that join your party after prologue have lowest possible intelligence. It's impossible to use a pistol and a device, while rifle and a hacking tool are OK...shouldn't it be the other way around? The initial skill point distribution seems pointless - just jack up the intelligence and and you can crunch through levels and gain skill points like crazy. Well these are my two cents. Please do not get discouraged, I commented the way I did because I believe in this game and want you to succeed very much.
September 29, 2016
Hi Gene. These are all excellent and valid points. Thank you for taking the time to provide feedback. That's what Early Access is all about. I hope you enjoy future updates and content. I'll be working to improve the game in all ways.
james mcmartin
October 7, 2016
i love the game so far except for a glitch in the boarding of my ship after i completed the mining mission.After i finished it i couldnt get back on my ship from that area i started out at to go back to see that scarvy character and complete the scenario to get my jump engine .can you help me out on this .sincerley james mcmartin.
Don Wilkins
October 7, 2016
If you are in the mines, go back to the entrance and click on the stairs. That should take you back to your ship. Let me know if that helps.

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