- Trading Cards Incoming - 26 June 2020
Greetings adventurers, Firstly, thank you all for the support! I was recently made aware that Steam enabled Trading Cards for Nomads of the Fallen Star, due to enough player interest. It has been done and sent for approval, and shall be released as soon as it's approved! Regards, Huy
- Patch Notes (v1.09) - 23 August 2019
Just a small update to fix a reported bug: * The mercenary mission to deliver a data-crystal to an agent in hostile territory could lead to combat against the wrong faction target or wrong NPC (near dead). It should now be functional and more dangerous (as intended). Have a good weekend and thank you for the support! -Huy https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34274166%2F91ceaf4994d8a3b2f9d52d263a32983138a27e91.jpg
- Patch Notes (v1.08) & Misc Updates - 6 May 2019
Changes in v1.08: * The slider when buying tradegoods has been changed to be less fiddly, it's now more precise for smaller amounts. * NPC scavengers when they have a bounty hunt contract vs player squad will now accept smaller bribes. Misc notes from the developer: I've ported the game over to mobiles, both iOS & Android recently, making the UI & text more suitable for smaller displays and touch interface. Android: https://play.google.com/store/apps/developer?id=Halfgeek iOS: https://itunes.apple.com/us/developer/anh-huy-phan/id896041754 Future game project: I had two game in mind that I wanted to work on moving forward, a fantasy open world with empire building inspired by Heroes of Might & Magic (3), or a new sci-fi space epic focused on large fleets & empire building. I've always loved space theme and sci-fi more than fantasy, but I hesitated to go down that route for the next game…
- Update #16: Tweaking time (QoL) - 21 March 2019
Patch Notes (version 1.07.7): * Added separate icons for the current time mode, pause, 1x and 2x time in the top-left menu, besides the time-dial. * Clicking on these time icons will trigger the appropriate time mode. The current method; to cycle through pause/1x/2x modes, will remain as is for those who prefer less clicks. * When entering menus where time is paused, the game will remember your previous time mode. When you exit menus, it will no longer force 1x resume, but it will select the previous time mode. Thank you for playing and providing feedback. If you enjoy the game, please leave a review to support me. -Huy
- Update #15: Some QoL feature requests - 13 March 2019
Patch Notes (version 1.07.6) - Added a function to discard unwanted cargo & equipment. In the squad inventory menu, + Left-Click on tradegoods or equipment icon to throw it away. - Expanded the Communications Log to include more older messages by selecting the next page icon (if there's older logs). - Updated tooltip for the Handgun Specialization Perk to indicate that it does not apply to Energy Weapons. - Changed the way the repair tools function, the squad will now only repair equipped weapons, armor and shields to not waste repair tools. Thanks to all of you guys for playing and supporting me. Have a great week! -Huy
- Update #14: Balance change & bugfix - 3 March 2019
Patch Notes (version 1.07.5): - Lowered the crafted armor optimal level for all recipes. The intent is to make armor crafting more attractive and viable compared to high tier armors from the factions. - Lowered Lamellar Armor damage resistance from 40% to 35% (damage threshold/absorb remains unchanged), it was previously too good for the common availability with stats similar to more advanced synthetic Combat Armor. - Fixed a bug with the Perk "Quickfeet", it should now correctly trigger +2 AP on movement once per turn. Thanks for playing and supporting my gamedev journey! Have a good week, -Huy
- Update #13: Camera control changes & improvements - 26 February 2019
Patch Notes (version 1.07.4): - Camera panning with the key will extend further, enabling you to pan across the entire worldmap. You may also right-click on the map and the camera will position there, releasing right-click will snap back to the squad. - The player squad will only interact with resource nodes on the map if they directly click on it. This should prevent annoying unwanted interactions during travel. - The 3rd squad member can be recruited earlier, this change is intended to improve early game progression. - Outposts will only show the mission icon if there is an available mission from random events (Raiders & Xenos). Major towns always have the mission icon active. - NPC faction militia will sometimes mention that to be their ally, you have to help them fight their enemies directly. - Fixed a bug related to crafting time and completion during resource scavenging. Thanks fo…
- Update #12: Small bugfix and minor balance change - 23 February 2019
Patch Notes (version 1.07.3): - Fixed some typos and a few dialog choices. - Increased the NPC Scavenger jealously AI factor, when you compete with them on trading and trade missions, they will be more envious and it could lead to anger and other bad things. - Slightly reduced the maximum amount outposts will pay for Fuel Cells & Firesand. Both are lightweight tradegoods with too high profitability making it a no-brainer choice. Thanks for playing and I hope you all enjoy it, have a good weekend! -Huy
- Update #11: Trade mission log & bribing militia warbands - 17 February 2019
Patch notes: - The communications log for trade missions also displays the quantity of tradegoods that the town or outpost seeks. - Fixed a dialog bug when attempting to bribe hostile faction militia warbands. - The faction militia warbands have learnt to demand fraction-based bribes instead of a flat amount. As always, thank you for the support. If you enjoy the game, please leave a review to help me able to remain a gamedev. I plan to make a grand Heroes of Might & Magic 3 inspired dynamic open-world game as my next project, and I know I'm going to bite off more than I can chew, but I'll have fun doing it. Have a good week! -Huy
- Update #10: Some more improvements - 14 February 2019
Just a small one today. Patch notes: - The Option to auto-pause the worldmap on loading from town/battle also applies to when crafting is complete. The intent is to help players who miss the notification not waste crafting time idling. - Expanded the comparison tooltip (on mouse-over) for Weapons added in the last update to Armor & Shields too. - Fixed a bug with the squad sometimes moving to a new destination when clicking on the dialog choices to exit an interaction. The weekend is nearly here, have a good one all and thanks for the support! Oh, happy Valentines! :) -Huy
- Update #9: More UI & QoL improvements - 13 February 2019
Some more improvements based on player feedback. Patch notes: - Added a "Get All" icon in the post-battle loot menu to improve QoL. The tooltip will warn of the potential of carrying too much weight. - Added a weapon comparison tooltip. It will cycle through your recruits and find the most appropriate equipped weapon to compare with the mouse-over target when in the barter menu. When inside the squad inventory menu, it will compare with the currently selected recruit. - Changed the armor crafting to mention Takaya's level for more clarity. - Caravan guards on the map will carry more munitions so they can put up a better fight vs hostiles. Non-patch notes: It's been a slow start on Steam, but if I am able to earn enough money to pay the bills, then I will remain on the gamedev journey and begin a new project (while fixing bugs and polishing Nomads of the Fallen Star). For the next game p…
- Update #8: Auto-pause on worldmap and a tweak to DC faction standing - 12 February 2019
Just a small one today based on player feedback. Patch notes: - Added option to enable auto-pause when entering the worldmap from town or battle. You can toggle it on (default is off) in the Options menu. - Doing the Merchant Guild patrol missions and escorting caravans will also increase standing with Derelict City up to neutral. This should help those who found themselves on the bad side of DC and unable to enter to recruit a squad member. Thanks for the support and have a good week! -Huy
- Update #7: Faster Combat Flow - 11 February 2019
Late-game combat can slow down due to lots of enemies, so it was something I noted from player feedback and my own play that I felt could be improved. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34274166%2Ff526e3782c79d4b7e3335b345db951cd33502a1a.jpg I've updated the combat functions and AI checks to be quicker, and in my own testing, it is a lot better, with larger battles still flowing quickly. Other changes: - Increased the size of player & NPC squads on the worldmap based on the zoom level. It should be bigger when you zoom out. - Increased the size of the trade, raider and xeno mission indicators beside outposts when you zoom out. - Scavengers, Raiders and Mercenaries in late-game have access to better equipment so they are not a push-over. - Random encounter bosses have much higher morale. - Changed Scavenger AI, if they are low on Zen (money), they won't try…
- Update #6: Some more improvements based on player feedback - 10 February 2019
Just a small one today... Patch notes: - The squad now can have a small speed bonus if they are carrying below 50% of their max carry weight. - Added to the squad's tooltip (flag) the current world-map travel speed. This is affected by your encumbrance. - Medium armor has been re-balanced to not have the 1 AP penalty. It felt too restricting for the upgrade path from Light -> Medium. It still retains the speed and evasion penalty to balance against Light armor. Heavy armor remains the most protective, at a cost to AP and hence, offensive power. - Added to the armor tooltip the AP penalty of the armor. - Fixed a bug that prevented DC Militia squads from leveling up as they roam and fight gaining XP. - Fixed a bug when players attack a wounded squad on the map (from a prior fight), their Hitpoints can be too low. - Fixed some typos. - Platesteel & Advance Combat Helm now repairs to 100% d…
- Update #5: UI improvements, larger fonts, game balancing - 9 February 2019
I've been burning the midnight oil trying to get this update with the UI changes ready for the weekend. Apologies for missing it by a day. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34274166%2F91ceaf4994d8a3b2f9d52d263a32983138a27e91.jpg Patch notes: - Added an option to have larger UI, tooltip & dialog font. You can select it in the title menu's Options. I tested it on my small notebook and it's much better! - Improved the Squad Management UI, it is now less cluttered and more functional with the stats and combat skills separate. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34274166%2Fe53ba52683a1a214f6ba28dbe6d40425d6d166cc.jpg - Made the mission waypoints larger and improved it's visibility on the map. - Squad & NPC talking heads also have a background talk-box to improve clarity. - NPC communications as you travel has a clearer font and a ba…
- Update #4: Changes based on player feedback - 4 February 2019
Thanks for the great feedback, many of the things you guys request makes a lot of sense! Changes: * Added the function to hit ESC to exit out of menus. * Moved the mouse-click loot prompt to the middle so players can better see it and not exit battle without taking loot. * Change the font for the world events log to be slightly larger and more clearer. * Increase the scaling of text (squads & outposts) on the worldmap when fully zoomed out. * Added the town where you got the contract mission in the missions log to help you recall where to return to cash in. * Contract missions will indicate clearly that the time is in Days. * Added a tag in the weapon description to identify 1-Hand (1h) or 2-Hand (2h). Bugfix: * Fixed a bug where your squad could scavenge a resource node while moving to another location. Thanks for playing and if you like it, you can help me by leaving a review. Regards…
- Update #3: UI improvements & bugfix - 2 February 2019
Thanks for your feedback, I'll try my best to improve the game where possible from your suggestions. Changes: * New combat UI, to make it clearer the Hitpoints and Action Points of each unit, without relying on mouse-over for the details. Hopefully you find the new design both informative and not too cluttered. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34274166%2Fcfd5a4ea0de340b2f041c6914cada34e1cde7031.jpg * Increase the max zoom out limit to see a larger area of the world. You can use it in combination with camera panning (Shift) to find distant locations. Bugfixes: * Fixed the data-crystal delivery contract mission (the choices now work). * Fixed instance of 0 tradegoods in the loot tables available for looting. * Potential fix for OS timing issues with menus for Windows 8.1, please note I don't officially support other Windows version besides 10 due to lack of…
- Update #2: UI tweaks and bugfix - 2 February 2019
Changes: * When mouse-over trade, raider, or xeno mission icons next to outposts, it factors in the location of the screen your mouse cursor is at, so the tooltip will be presented in the screen area that you can see clearly. Bugfix: * Fixed the VIP escort contract to have a correct destination target. * Fixed a rare loot bug when you click on some items causing it to duplicate. If you have some quality of life suggestions, I welcome feedback on the discussion forum. Thanks for the support! -Huy
- Update #1: Added pause feature on worldmap and bugfix - 1 February 2019
In this small update (v1.01), there's some balance changes, a feature add and bugfixes. Changes: * Added active pause on the worldmap: Space toggles Pause, Normal, 2x time. * When Iona craft items below her skill level and succeeds, there's a high chance she gains a skill level. * Combat Droid armor damage reduction and resistance lowered from 10/50% to 8/40%. * Particle beam weapon armor penetration lowered from 50% to 25%. Bugfixes: * Fixed inaccessible mission waypoints. * Fixed rapid clicks to confirm an ability attack triggering extra attacks for the player's squad. This bug also caused the turn order to skip some units. Both are fixed. Thanks for the feedback and support, it's very much appreciated! -Huy
- Release day! A foreword from the solo-developer. - 31 January 2019
G'day to my fellow gamers, Like many of you, I have probably spent way too much time gaming when I was younger instead of focusing on my study. Fortunately, I somehow managed to graduate university, and got a career as a research scientist. However, years later, I kept on hearing that voice in my mind, a reminder of missed opportunities to chase my younger self's dream of being a game developer. I didn't want to reach middle-age as a miserable old man... So I did it, I didn't know anything about coding, but I quit my career in research to chase that elusive dream. I started with tiny games to learn to code and progressed further as I learnt more. A few years later and a few games wiser, today, my biggest project which has occupied nearly the last 3 years of my life is releasing on Steam. If I could describe what Nomads of the Fallen Star is briefly, it is an intelligent economic simulat…