As usual with OS X: if you’ve got Gatekeeper enabled, right-click on Starsector and click “Open” when running it for the first time. Otherwise, you won’t get the option to “run it anyway” when it complains that the app is from an “unidentified developer”.
Also, with this release, the new preorder price is $15. Starsector has come a long way since its initial release – I’d been hesitant to change the price until the set of features had expanded significantly, and we’re finally here.
Thank you for your support, and I hope you enjoy this release!
A note about OS X: if you’re using 10.6, you should be able to upgrade to OS X Mavericks (for free) and run Starsector from there. Not all machines running 10.6 are able to run Mavericks, but the great majority should be able to. I’d have liked to keep supporting 10.6, but Java 7 doesn’t run there, and the machines that can’t be updated to Mavericks likely have a rough time with Starsector to begin with. All in all, it seemed like a worthwhile trade-off for improved performance and access to additional Java features for development.
As usual with OS X, if you’ve got Gatekeeper enabled, right-click on Starsector and click “Open” when running it for the first time. Otherwise, you won’t get the option to run it anyway when it complains that the app is from an “unidentified developer” (that’d be yours truly).
A bit more about the changes to CR: the deployment cost has been cut in half, but so has the recovery rate. This means that the time to recover from a single deployment and the supply cost per deployment both remain the same, but ships can be deployed more times before exhausting their CR.
In addition, low combat readiness no longer prevents a ship from being deployed. Instead, ships will suffer progressively more damaging and debilitating malfunctions – allowing for a desperate last stand rather than a helpless retreat, if it comes to that.
This is mostly a bugfixes-and-miscellaneous-improvements release; you can read the full patch notes (and leave a comment!) here.
There are still a few things I’d like to add in the near future, so you can expect an 0.6.2a release fairly soon – it’ll likely involve a few less-critical fixes, and possibly some adjustments to exactly how combat readiness works. I also want to take a look at making the early game a bit easier, especially for new players.
One option was to hold off on releasing 0.6.1a for a while longer while adding these things in, but I really wanted to get the bugfixes out sooner rather than later, and so splitting the post-0.6a release into two made more sense.