Got another request/idea: Option to store ships that are completely kitted out, and ideally be able to give them names. Then I could e.g. have a Dolphin labeled "Transport" with Medevac and Passenger cabins, and a Raven "Fighter" with all the heavy weapons and whatnot. Of course I'd have to buy everything (battery, engine, etc.) for those ships, but I can easily afford that. Mainly, I got this idea because my inventory got really messy I drag 2 Medevacs, 2 Passenger Cabins, and a Smuggler Compartment around, just in case I need them. That's 3 lines of inventory I'd gladly put on a fixed ship and pull them out only when needed.
Interesting idea It might be a bit more complicated to implement, but not impossible (I mean it cannot be done in a couple of days and it will need additional testing). I might be handy with one other feature I'm experimenting with Thanks, /COsmin
No rush on that. And if it turns out too difficult/impossible, it's not the end of the world Now I'm curious about that "other feature", naturally... Oh, and I found another issue, this time with the daily challenges (to get the 3 chips): First, today's challenge was something like "transport 5 people from Vermelho to Daedalus". Then I quit the app and reloaded later. Now, a) I had several 1-chip missions left. Those no longer show as giving chips. Screenshot shows that they no longer display the chip icon for rewards. b) The 3-chip challenge changed to a different one, which is at least odd. c) Most importantly, that challenge is impossible because Old Nest doesn't have a station where I could the wounded. See screenshot. You should make sure that the daily challenges are only generated for systems that actually have stations.
Indeed quite odd ... and this might be at least 2 different bugs that need investigation. The "other feature" ... I was thinking on adding the possibility to hire wingmans to escort you in the ships you already own ... and would be good to have some equipment in those ships. Well, so far I'm still evaluating what interface changes are needed to equip multiple ships (the engine already supports wingmans with different orders and skills).
Wingmen would be nice indeed even if they'd significantly change game balance. For those it should be pretty easy: Limit it to two wingmen, and each gets his own screen where you can assign him a ship and outfit it. Above the Hangar button in the left column is still space (barely) for a "Wingmen" button, so you wouldn't have to start a new column. Some more observations: 1) When I started the game just now, I got my original daily challenge back, and the "Old Nest" one from my screenshot is gone again. 2) The 1-chip missions aren't back, though. 3) What does the setting "Game Legend Ready Mode" do? I couldn't find an explanation anywhere. 4) I really want bigger Medevacs and Passenger Cabins. Models with space for 10 each (and corresponding energy drain) would be nice. 5) How exactly does energy drain work, by the way? With all my usual stuff equipped, I am just below the 38 output my Generator gives. When I thn add a Smuggler Compartment (50 E.Drain), the "Battery" row suddenly shows "50/300". 2 big Medevacs result in "14/300", which looks correct as each drains 7. However, e.g the 23 Energy Drain from my Shield Upgrade Mk2 do not show up in the battery row. And what's the difference between "Energy" (e.g. from the tractor beams) and "Energy Drain"? Does Energy mean it drains from your reserve everytime you use it?
Another idea for the wingmen, should be easier to do: You hire them complete with their ships and a corresponding role. E.g. a "Tank" with a bomber loaded with shield and armor extensions to the brim, or a "Fighter" with a fast ship and heavy laser weapons, a "Trader" with an Albatross and cargo extensions (and you can use the extra cargo space), etc. Dangerous did that really really well; but sadly they totally messed up the controls in an update, so I cannot recommend to give it a try to check it out (if it's still on the Appstore even). And got two more, I'm on a roll 1) When buying/selling: Instead of the current "tap for each item", can you change it so that as long as I hold down on the buy/sell arrow, items get moved? Better UI design, and better for folks with RSI - like me; tapping a few hundred times to move all those missiles around was no fun. 2) Change the blue engine glare of e.g. the Raven. Staring at that for longer than a few minutes really strains and hurts the eyes, even with iOS Nightmode on, and made me switch to firstperson view. The orange glare of e.g. the Albatross is fine, I recommend using that (or slight variations, just not too bright please) for all ships.
Game Legend Ready mode ... basically makes the buttons on HUD really transparent to to play the game with a "Game Legend Sticker" ... those are some thick transparent stickers from the same material as phone protection screens shaped as round buttons that make you feel where are the HUD controls (I think they are only available in US in some stores). About the "energy" tractor beams, yes that is drained from the battery each time the tractor beam activates. About the energy system, so ... there is the battery that holds X units, that is recharged by the generator (stat of the generator is the number of battery units replenished per second). Some items (usually the passive ones like crew cabin or med evak) are constantly using a part of the battery, so the actual battery size is reduced while those items are equipped. Most other items are using energy per usage, including weapons (missiles are not using energy, since those are using projectiles, but all other weapons are practically energy weapons). In the hangar, the top right indicators tagger P: and S: estimates how many seconds of continuous fire can be supported by the current configuration, for primary and respectively secondary weapons (that is the ideal case, when shields are up, no tractor beam is active, no repair, etc.) The shields, are a bit special, about 5 seconds after the last damage inflicted, the shields start to recharge, the "energy drain" in their stats represents the energy units used per second of recharging, so its practically reducing the generator output while the shield is recharging. I hope I did not missed anything about the energy system
That wingman approach would be significantly easier to implement (most likely an order of magnitude ). 1) I'll try it (it should not be space engineering ) 2) That should be easy ... I've never thought that engine is so powerful
Finally made it through the Science mission, holy hell... I loaded my Raven up with 3x Heavy Armor Plating (plus mil. repair bot & shield enhancer), so I could take a bit more punishment from the enemy fighters. 20+ each of HG Heatseeker and IR Mk3 missiles, chewed through almost all of them Still needed another 30 tries or so. What finally did the trick: As soon as I got a missile lock on the closest enemy in a wing, I hit reverse. This bought me a bit more time outside their firing range, just enough to blast another fighter or two away with missiles each time. The last leg at GI915 was especially brutal, as Mr.Anderson only had less than 25% health left. On completion, I couldn't even see a green bar for him anymore, he must have been down to a handful of healthpoints, say ~5. What would really help here to make it a tad easier: If Mr.Anderson's ship would regenerate health between the systems. They must make a capital ship sized version of those repairbots somewhere...
iCloud issue Great game, took a while to get into but now I am loving it. Bought some extra credits to support the dev. One issue I am having though is that the cloud saves don't seem to work. Initially it seems to save ok but when you start up the game and go to load a save there is no save for icloud available. I am experiencing this on both my ipad and iphone 7 running ios 10.3.1 and 10.3.2. Is anyone else having this issue ?
That mission can be made a bit easier. I was thinking of an item that would allow you to repair your target armor in exchange of your energy. That might be quite handy in all escort missions (some escort missions, side ones are really hard, but some players told me they like those even if they fail every single one, because there are lots of enemy ships engaging and they can loot a lot of items in a short time - I never thought of this ).
I almost never do escort missions, they take too long But I've seen the same with the "protect ship X from attack" missions: sometimes you have so many enemies, that it doesn't matter if you fail the mission. The loot you get from them can be worth a few ten thousand credits, if you get enough contraband. Even with just regular items - the BL Mining Laser Mk1 comes up a lot, sells for 1k I think - you can make a really good profit from those. And I like the "repair other ship" item idea Even if you don't allow it for player ships, it would make for an interesting wingman - "Medic / Repair Tech" or whatever you want to call it.
Hhmm... might be worth it to make a Stellar Wanderer 2 instead, with all the new stuff. Or, alternatively, a DLC pack with new content for the current one. After all, the money needs to flow in too
Haha, indeed but Stellar Wanderer 2 would also be a huge endeavor (BUT it will not start from scratch )
I always wanted to ask you something, as someone who enjoyed Stellar Wanderer: why didn't you use higher resolution assets for the backgrounds? Seems to me it would be an easy thing to implement (though I'm not a developer so I might be wrong) while making the game look much, much better. Is it because of memory space?
Unfortunately for some of the locations (I think more than half) I use the highest resolution I have, to get those to a higher res and have proper details (not just re-scaling the textures) would mean significant art-work.
[BUG] Extra Equip Slot bought with Chips disappeared Just ran into a serious bug: I bought the 70 Chips pack to show some support (and to get an extra slot on the Phoba protoype). Unlocked the extra slot, launched and promptly got blown to pieces Reloaded, oops... both my 100 Chips and the extra slot are gone. Next, the Cargo Expander doesn't work with the Phoba prototype, cargo size stays at 25 and doesn't show the extra 20. Also, the mission "capture Phoba/Highguard prototype" is buggy too: Instead of flying to Old Nest (that one resulted in mission failed), I had to go to GI915. Old Nest showed as "primary mission", GI915 as "mission" (never seen that before). No fights, not even the announced enemy wing showed up while I was still in New Vegas. And I didn't see the Raptor wing that was supposed to accompany me either. Jumped to GI915, got nothing there, only the mission indicator changed back to New Vegas as "primary mission". Jumped back to New Vegas, there the protoype suddenly showed up as friendly and I got a message from Mr.Anderson to "dock (at New Vegas) before anyone notices you". Did that, mission proceeded normally then on second try (first try got stuck on an image of the hangar with the Phoba prototype ship after the dialogue). On the next mission "fly protoype to Kappa", again the Raptor wing didn't show up anywhere - only in a cutscene but nowhere on the map. I got a savegame right next to Old Nest, just before launching to do the "capture prototype" mission. Do you have iTunes file sharing enabled on Stellar Wanderer? If yes, I can send the savegame to you. Stopping with that playthrough now until this is sorted out. Might start another with a Tank or Fighter, though.
Jesus how many ... some of those might be already fixed (since there was a bumpy start on android) but I'll have to check each issue. About iTunes file sharing ... to be fair I don't know (I never used it so far ... and I didn't knew it exists), I'll have to check.
Hey, that's only 4 bugs I've seen way worse. Anyways, iTunes filesharing... seems to be quite easy, lookie here: https://stackoverflow.com/questions/6029916/how-to-enable-file-sharing-for-my-app . And here's the linked Apple developer info: https://developer.apple.com/library/content/documentation/Miscellaneous/Conceptual/iPhoneOSTechOverview/CoreServicesLayer/CoreServicesLayer.html#//apple_ref/doc/uid/TP40007898-CH10-SW30 And the how-to for the end user: https://support.apple.com/en-us/HT201301 First and foremost, I'm interested in getting the purchased equipment slot fixed (btw, I hope it works across all saves, and also when you start a new game, i.e. it's a permanent unlock). I don't mind the 5€, but something like this shouldn't happen at all in the first place. I can imagine that other players are less lenient and understanding, aka "will throw a hissy fit about it"