Star Traders 2 - Alpha Phase 3 - v1.3.19 Released
Aug 31, 2017 14:50:53 GMT -5
tenbsmith, En1gma, and 2 more like this
Post by Cory Trese on Aug 31, 2017 14:50:53 GMT -5
v1.3.19 - 8/31/2017
- Redefined equipment rules, only valid options: Primary Blade OR Rifle OR Pistol, OR Pistol and Off-hand Blade
- Default Talents are granted strictly by weapon type now (Snubber's get Talent useful only from slots 1 or 2, etc)
- Rebuilt Swordsman Talents - more mobile, more buffing attacks, more awesome
- Rebuilt Pistoleer Talents - master of interesting cursing attacks, redid Terrifying Accuracy, removed Team Buffs
- Rebuild Soldier Talents - good AoE options, capability to fight in frontline or backline, new initiative talents
- Rebuilt Spy's Combat Talents, added Stealth Mode Buff and Attack Talents that can only be used from Stealth
- Rebuilt Commander's Combat Talents, added Bolster and Barked Order, redid Rallying Aura, redid Scorn switched Damning Aim to a Military Officer Talent
- Rebuilt Military Officer's Combat Talents, adding Steelty Authority, Tactical Precaution
- Rebuilt Combat Medic's Combat Talents: Bio-Poison Slugs, Cleansing Purge, Toxin Terror, Flatline, Snakebite
- Rebuilt Zealot Job gains Blade Skill and new Combat Talents: Unstoppable Force, Bloodletting Blow, Fervent, Infliction Rage
- Rebuilt Exo-Scout Job to use Rifles instead of Pistols, added mobility Talents, fixed Plas-grenade, added Plas-Charge Slugs Talent
- Rebuilt Bounty Hunter Talents, powerful Pinning, Bleeding, Morale Damage, and ability to cancel out enemy's Buffs
- Rebuilt Combat Crew selection - filter, sort, star, see details, weapons - while assigning crew
- Rebalanced and fixed display of all grenade type attacks
- Improved enemy crew generation for crew combat, more possible jobs, some officers added, more challenging and better balance
- Fixed bug that was unfairly limiting combat enemies to 100 HP / 100 Morale -- careful, tougher!
- Added crew combat animations to indicate Stunned, Stealth, Bio-Poisoned and Pinned
- Stunned status effect converted to a % chance of being stunned each turn, 25%, 50%, 75%
- Fixed crew combat initiative talents to run before Initiative is rolled, significantly better now!
- Added Info button to show Talent details in crew combat for mobile
- As a character drops below 40 Morale in crew combat, each turn has a 25%-65% chance to "Morale Break" and skip their turn
- In crew combat, damage to Morale is displayed and Morale bars properly updated
- Improved display of crew results (XP, HP, Morale, Leveled, death) in crew combat victory or defeat
- Added Buzzing Wires to E-Tech, remove a risk card from Black Market game
- Fixed issue with Morale Traits (Driven, etc) that were not enforced during some game events, especially combat
- Improved Equipment selection for Weapons and Armor, displayed all relevant data and used more art
- Fixed tons of issues with Talent text formatter, especially with Crippling Attacks
- Fixed issue with some planets not appearing in Atlas
- Removed small, silly yellow dagger
- Redefined equipment rules, only valid options: Primary Blade OR Rifle OR Pistol, OR Pistol and Off-hand Blade
- Default Talents are granted strictly by weapon type now (Snubber's get Talent useful only from slots 1 or 2, etc)
- Rebuilt Swordsman Talents - more mobile, more buffing attacks, more awesome
- Rebuilt Pistoleer Talents - master of interesting cursing attacks, redid Terrifying Accuracy, removed Team Buffs
- Rebuild Soldier Talents - good AoE options, capability to fight in frontline or backline, new initiative talents
- Rebuilt Spy's Combat Talents, added Stealth Mode Buff and Attack Talents that can only be used from Stealth
- Rebuilt Commander's Combat Talents, added Bolster and Barked Order, redid Rallying Aura, redid Scorn switched Damning Aim to a Military Officer Talent
- Rebuilt Military Officer's Combat Talents, adding Steelty Authority, Tactical Precaution
- Rebuilt Combat Medic's Combat Talents: Bio-Poison Slugs, Cleansing Purge, Toxin Terror, Flatline, Snakebite
- Rebuilt Zealot Job gains Blade Skill and new Combat Talents: Unstoppable Force, Bloodletting Blow, Fervent, Infliction Rage
- Rebuilt Exo-Scout Job to use Rifles instead of Pistols, added mobility Talents, fixed Plas-grenade, added Plas-Charge Slugs Talent
- Rebuilt Bounty Hunter Talents, powerful Pinning, Bleeding, Morale Damage, and ability to cancel out enemy's Buffs
- Rebuilt Combat Crew selection - filter, sort, star, see details, weapons - while assigning crew
- Rebalanced and fixed display of all grenade type attacks
- Improved enemy crew generation for crew combat, more possible jobs, some officers added, more challenging and better balance
- Fixed bug that was unfairly limiting combat enemies to 100 HP / 100 Morale -- careful, tougher!
- Added crew combat animations to indicate Stunned, Stealth, Bio-Poisoned and Pinned
- Stunned status effect converted to a % chance of being stunned each turn, 25%, 50%, 75%
- Fixed crew combat initiative talents to run before Initiative is rolled, significantly better now!
- Added Info button to show Talent details in crew combat for mobile
- As a character drops below 40 Morale in crew combat, each turn has a 25%-65% chance to "Morale Break" and skip their turn
- In crew combat, damage to Morale is displayed and Morale bars properly updated
- Improved display of crew results (XP, HP, Morale, Leveled, death) in crew combat victory or defeat
- Added Buzzing Wires to E-Tech, remove a risk card from Black Market game
- Fixed issue with Morale Traits (Driven, etc) that were not enforced during some game events, especially combat
- Improved Equipment selection for Weapons and Armor, displayed all relevant data and used more art
- Fixed tons of issues with Talent text formatter, especially with Crippling Attacks
- Fixed issue with some planets not appearing in Atlas
- Removed small, silly yellow dagger