I have a doughter the age of Murph... so you can imagine how many tissues we spent together watching the film I have been away for Christmas, so hope you all had a Merry Christmas too, and wish a Happy New Year 2020. I see new year brings a Google play upgrade that let finally possible to save game progress on the cloud! This is really goooood!
Well ... and we cracked our heads for about a month ... I don't really know it was the google fox or some change we did on the GooglePlay Dashboard ... but it seems to work ... without really a change on the game side. We're still trying to fix a couple more issues and then we'll submit an update with several improvements and changes.
Finally we've managed to publish a new update for Android with several bugfixes (the cloud and the achievements should work on all devices now )
Hi I'm Ted from game opinions in the store. Here I list all my thoughts after some playing. 1. In tilt steering HUD the slow down button in the left down corner is a little weirdly placed and it's small, I keep missing when I try to tap it without looking because I'm focused on the game. Maybe try make a little bigger place to touch or set it to be closer to the corner 2. When I leave the dock I often accidentialy tap the return to the dock button and it makes me lose fuel and side missions. It's because I want to fastforward as quick as possible. I think u could for example make a pop up window sth like "u've just been in the dock are you sure you want to return" and it would be seen only if you tap this button few seconds after leaving the dock. U could also separate that button a little more... but it might be just me. 3. When I am locked on a target which moves in the opposite direction and I do speed adjustment it doesn't adjust but make me accelerate in my direction. By that I mean that if I turn arround my speed becomes negative so I am still moving in that direction. Also once happened to me that speed adjustment was doing sth weird insteed of following. A cargo ship was moving in 1 direction with certain speed and my speed was wiggling. 4. When teleported to another sector the teleportation won't work for several seconds, don't know if it is a bug or intentional spicing the game up a little when u find out that there are many baddies who want to kill you nearby 5. I found the teleport which was under construction and it worked, teleported me somewhere. But I didn't try find more about what exactly happened so maybe it just saved the game, idk. if it's a bug. 6. When I am locked on one target I often can't change to a different target, it happened to me that I got locked on the primary target which had a lot of health but it didn't shoot me and I couldn't kill those little ships arround that were harrasing me. 7. Last thing sometimes when u head somewhere u go through the region where you can't fastforward because a dock is nearby and it's annoying, the space where you can't fastforward is pretty big and it takes sth arround 10sec to go through it. I think that since u can break so fast and well there is no point in not being able to fastforward near docks. That is all I can think of for now, I hope it helps. Ps. Is there any info guide forum etc for the game?
Hi, sounds interesting. I noticed the under construction gate but... I didn't think to try it Could you remind me where it is? Which system? Thanks!
We'll try something with the input in the next update (there are a few other changes planned as well) It happened to me too a few times ... a popup for confirmation a few seconds after you depart should be a safe addition That's an interesting one, I've definitely seen it happening, but I was not able to reproduce this on a regular basis ... so I was not able to track the cause. I'll try again with the target going in the opposite direction Hm to be fair I don't think this was intentional ... but no one reported it so far ... but it might be a good idea indeed to spice the action a bit ) This is definitely a bug ), hopefully it took you to an existing location and it did not crash Hm, have you tried taping on the target you want to lock and did not worked? If so, it is definitely a bug. I found that annoying too ... especially on some locations. Well ... in the beginning the button to dock was only visible when the station was selected and the button was replacing the "time compress" button ... but some (lots of) people complained that there is a bug and they cannot dock to the station and so I changed the system and moved the button so it will be displayed based on the range, still the mechanism to disable the time compression when the "time compression" button would be hidden remained in place and that's why it will be turned off near stations. I'll have to check if there are any reasons why time compression should not be enabled near stations ... and I think most likely it can adjusted in the next update Well ... there is not an official one, but there is a really nice and accurate wiki made by @Nullzone here on page 19 (https://toucharcade.com/community/threads/stellar-wanderer-by-crescent-moon-games.281943/page-19)
Hi c0mas, just took 2 days to read everything here from the beggining. I found tapping to select solving most of the problems. I just didn't realise I could do that . When in dock range the dock gets automaticly selected. Just select a different target (it's often a teleport gate for me) and 4x game speed is active again. Also when i leave dock, selecting a target which is my destination became a routine and since it unselects the dock I no longer accidentialy return to dock. Targeting ships works fine. No I don't know where the gate under construction is and I never tried that again but it teleported me to an existing place. There was no gate entering animation but was for leaving gate in another system and game saving happened to. If some targets get sometimes selected automaticly and sometimes they don't then it seems to be all about prioritisation. I don't really get how is prioritisation set when dogfighting but I thing it should be change to ALWAYS select the target which is closest to you/or when more are in your shooting range then the closest to your aim marker. One and only exception, if you manualy select target then it's highlighted no matter what. Maybe it could deselect automaticly after certain time if it's out of your range/not in front of you (you don't see it, only the arrow) and there are other targets in your range, then they would get selected instead. I thing auto selecting different targets based on some kind of priority is a thing to experiment with and improve because it would make the game much more intuitive. ...but anyways the game is great! Seriously! There are so many things, ways of playing and ideas for future that it is just insane. I really hope that as an answer to the wingfighter, mothership, god weapons and all this stuff there will also come more chalanging and variate missions. Enabling some of these fetures only through a mission completion (it doesn't certainly have to be the main mission path, there could be some side ones) would force us to do certain things in order to be able to finish others. Such connection between different tasks would add so much depth to the game. It is seriously awesome already, I'm amazed!
Hm ... the target selection, now it will autoselect an enemy when he gets in radar range if no enemy is selected and will autoselect enemies if current selection disappear (jumps or gets destroyed) unless the player manually selected something (that will stay selected until jump/dock or target disappear). The autoselect is trying to select the closest target in front of you, or closest to your center of view (or at least that was the design ... but it might have some cases where it misbehaves ) But there is another mechanism that is changing the selection ... the missions system So ... some missions will override everything and will select a mission target when that is scripted. Indeed ... there are so many ideas and paths to follow ... and for wingmans and capital ships ... both are looking valid, most of the design challenges seem to have solutions ... I just hope to have enough time to bring everything in
I have accepted 2 side missions on dyson, both were mining missions with silver, and had them simultanously. But only one of them (the second one) was written next to dock/teleport. Just a detail ; ) Btw noone mentioned a superiority of HG laser mk3 over phase disruptor, the range. The difference is huge and I don't know if any other weapon has an autoaim range greater than 700 units. HG laser mk3 has 1000 and with 4 of them you can kill pirates and everything before they will start shooting you. You can kill transports cruisers anything without letting them touch you. HG laser mk3 should be much more expencive. Have you thought about making easy medium hard impossible game modes? Or even a sandbox one instead of easy in a future when more things come out? I personaly find enabling/disabling smaller autoaim circle to make things harder kinda weird and something you won't see anywhere. I think it would fit better if it was set to be smaller on harder game modes. With some experience I found that mastering some skills would make it possible to beat the game without dying or failing a mission even once, what gives me an idea of how the impossilbe mode could look like. You see that many people have already beaten the game because it isn't very long and I think it could be an easy feature to make and a lot of new chalanges to keep playing. Just to clarify, current game level would be medium. I'm sure I had at least one more thing to write but I forgot : p so I'll end with saying that every time when I come with a new idea or sth about that game I think of all the other great ideas people here mention and I feel like adding another big rock on top of the mountain of work lying on your back you have with stellar wanderer and I feel a little bad doing it. I am crying because I don't know if most of the ideas will ever make it to the game.
Oh I know I wanted to say one more thing about autoselecting on targets you attack. I think that it just isn't dynamic. I would personaly like it much more if: The situation is that I damaged one target and it happened that the target is at the moment out of my autoaim circle but inside my range sphere. There is another target in my range sphere and that target is inside my range circle. I would like this target to get autoselected instead of the one I just damaged. I feel like it might be much more convenient in such dynamic dogfights.
That's a first time reported Indeed, someone asked me something about turrets (the difference between HG turret and the Dysons one) both with almost similar stats ... and there was the same difference ... the HD one (using HG Laser mk2) has a much higher range, but ... the Dysons bullets travel faster, so there is a chance that the HG weapons miss sometimes if the target is changing the direction while the bullet is traveling. Well ... that's funny ... there are so many people complaining on the google play comments that the game is too hard (I actually dumb-ed down several missions in the half part of the story and some of the side missions) and ... the players who spent some time in the game start to find it kind of easy at some point Well ... I never managed to complete the game without dying ... but I'm not the best player ... still I think I was able to complete at least the first half of the story without dying Using different autoaim circles would be quite an easy way to add difficulty levels none the less any idea is always a good addition to the "ideas" list ... at some point I'll have to draw a line what can be added in current iteration, what is good for the next one
One idea that might fix this case is to do autoaim to the closest target to the reticle, when the one selected is not in the autoaim circle (missiles will not lock, but the player will be able to inflict damage to whatever target is in the circle). On controller it used to be "select front target" button (I'm not sure if it's still there or it was replaced by something critical) ... but on touch is kind of difficult to select a target and don't loose your direction
I report a problem with one mission, few missions earlier I had to use stun weapons for the first time to disable 2 transports. The mission is to follow a ship in whitehead while it flies between asteroids. After some time the ship stops and nothing happens, I even waited for a min with time forward to check if anything would happen. It goes like that every time, I get autokill and restart only on the teleport to whitehead, can't choose base, if I try using a teleport I habe only one idea how to get out of this and it's to find a pirate and let it kill me. Photo below. It might be something with a bug that has started to happen lately, when mining. Pirates can go through asteroids and if I manage to get out of one's shooting range when he is in an asteroid then he stops and won't move until I get closer. You can lure pirates into asteroids because they go straight on you if not close enough. After that when you stop to mine asteroids and fast forward pirates that spawn will often just be locked in one place and do nothing untill I shoot them. Some are less than 100 units from me, the furthest was 1200 units. I am not sure if circumstances are exactly as I said but definitely something like that. I think that enabling this bug once did something bad. Try when equipped with HG lasers mk3 go straight on a group of pirates, when 1300 units from the closest one go full decelerate and hold it, arround 1050 start shooting. Wait until the whole group dies. Only little shots miss I managed to kill a group of 5 pirates like that with less than half of shield damage taken and I have only one HG laser mk3 right now. But the damage is so fast that I think autoaim activates all weapons and even though the target is out of range for other weapons they will still be aimed and shoot and deal damage normaly thanks to extra range of HG laser mk3. Wonder if 1 hg laser mk3 and 3 phase disruptors would do the most damage and still have the range and stun...
Ah ... that's really ugly and should not happen (I've never seen it happening before). That mission, after you follow the ship through the asteroids should end with a small cutscene and transport you to a base (can you get closer to the ship after it stopped ... maybe it did not triggered the end of the mission). It should not have anything in common with any other issue. I'm trying to reproduce that on my end as well.
I bumped into him several times, killed myself on an asteroid imma try again later and see what happens
I forgot to tell about little bug in the mission I mensioned with using EMP, 2 transports jumped through one gate and I have seen them 30k units away. I could check if I would find these transports there... but thought about it few seconds too late. After killing myself on an asteroid the mission worked perfect When I am longer in a dock's autoselect area and I select sth else to be able to fastforward then after half second the dock will autoselect again and again and again until I get out of this area, it's not that annoying because I get out of there pretty quickly but making dock autoselect only when you are in front of it would fix the problem. When you'll start thinking about balancing out killing pirates mining and doing side missions in terms of money income think of those pirates in zerand and procyon. There are so many pirates and there is one thing, attack one, up to 4 will attack you. Kill them, every next pirate won't get any help from other surrounding. It makes farming them really easy, I got like 60k from lasers, tractor beams and especialy contraband. Free money Never tried to reproduce that but I think I have accidentialy found a way to double daily chips. Do as following: When new day starts, get into game but offline. Game knows it's a new day and wants to open the daily spin popup, but suddenly... Game realises you are offline, a small 1 frame lag hapens and you didn't get your free spin, you will when you get online. ...but you can do your missions with chips! Do them, and now, very important. Close the app, maybe quitting and going to start screen is enough but let's go safe - close the app, you can even restart your device. Enter the game again, but online. You'll get your daily spin and it'll restart your chip missions. I am almost certain that chip missions didn't restart just because a new day has just started and I missunderstood it I've got a question about restocking things in dock markets. Theg restock after certain time but does it only take in count the time you spent playing? To be precise, the time you spent flying arround
Well ... that should not be visible ... but all capital ships when they jump ... they move some point really far away before the object is actually removed ... perhaps the jump target in that area is not far enough Perfect ... still I don't know the cause This should get fixed if we allow the time acceleration while in docking area Hm ... in those areas pirates will spawn forever ... perhaps I can increase the difficulty of the pirates spawn there (but it must be checked that those run missions can be completed) I will try to reproduce this Yes, the time spent flying yes, actually just the time spent flying, since while you are docked all the simulation is paused.
I have just finished the game, I played on android, free version, rhino. My weapons were 1 HG laser mk3, 1 phase disruptor and 2 IH lasers. Another 2 of the best weapons never got restocked for me... maybe it's because I bought them late, something like half into the game. Never used missiles/torpedos, I actualy don't know how do they work. Never used turret. Last missions were very easy, using my strategy all the phobas died like ducks, literaly 15 seconds, 2-3 seconds for every ship, whole group died. Heading to the next group. All missions were very easy actualy. Now I am uninstalling the game but I'll be here to read everything. In the future, after some ubdates, I will deffinitely come back. I enjoyed the game and whole the chat here with you a lot. Reading those 500 messages was also fun. I report no more issues. I find some escort missions in the middle of the story line harder because I had very little time to kill everyone before the ship I escort dies/has too little life to last more than 2 seconds of being under opponent fire in the next part of the mission. These missions were the only reasons the game is unbeatable using begginer ship with begginer stuff. Damage output is too small to be fast enough. I wrote everything I wanted, now I wish you all the best! Have a nice game, day, week, month, year and life ; )