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.
Update: Hotfix for crashes from picking up a ship in your fleet under some circumstances and from showing the tooltip for an over-capacity crew bar is up. Please re-download the game using the links below – make sure the file you get ends with RC4.
Starsector version 0.6a is now out! You can get it here:
While that’s downloading, let’s take a look at what’s new in this release:
Hyperspace, a new star system, and a new faction
Complete combat sound overhaul
New campaign battle mechanics – use of travel drive to enter the battle space, a new battle type for chasing down escaping ships
Reworked logistics system
“Combat readiness” used to deploy ships into combat
“Logistics rating” combines fleet points and other supply-consuming expenses
New logistical support ships – Construction Rig, Ox-class Tug
Campaign UI overhaul – takes advantage of higher screen resolutions, displays more pertinent information while traveling
Improved fighter mechanics
Adjustable battle size
A ton of modability improvements
The above is a rough outline; if you’re interested, the full list of changes is here, and it’s… sizable.
I’d like to take this opportunity to talk about why 0.6a took until now to get out the door. It’s been a little over 8 months, certainly much longer than I’d like a release cycle to take. The reason for this is that almost all of the features in this release are interrelated, and so 1) are difficult to separate and 2) are dependent on each other to work well.
Except for the addition of hyperspace and a new star system, this release is dedicated to reworking how the combat and the campaign layers interact. Combat readiness is central to that, as discussed in a prior post. The new battle mechanics are inseparable from it. The logistics rating and the new fighter mechanics are, if you will, its tendrils, reaching both into the combat and the campaign.
Would it have been possible to separate out some of these? Sure. But, I don’t think introducing a feature without related mechanics that actually make it work is a good idea. Given that, the best approach was to wait until enough features were ready to make a coherent whole, which is where we are now. On the bright side, this makes the development process more efficient – the amount of placeholders, temporary UI elements, and the like is reduced significantly. So, yes, it did take a while to get here – but would have actually taken a good bit longer if I tried to force out a couple of releases along the way.
With that said, thank you for your continued support, and I hope you enjoy this release!