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Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 291655 times)

Typo91

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #75 on: December 01, 2015, 02:53:28 PM »

Wow yikes.... I just won a fight with 3 pirate frigs..
one of them was boardable, with 1 lifesign on board.
I figured, this should be easy right? I've got over 150 marines in my fleet... lets kill that guy and take the ship right?


67 marines where lost....  This ship in question can't even accomadate 67 people... A Kite Class with a max crew space of 30.

So no more coffee for my marines.... thats for sure.
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ciago92

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #76 on: December 01, 2015, 02:54:49 PM »

Wow yikes.... I just won a fight with 3 pirate frigs..
one of them was boardable, with 1 lifesign on board.
I figured, this should be easy right? I've got over 150 marines in my fleet... lets kill that guy and take the ship right?


67 marines where lost....  This ship in question can't even accomadate 67 people... A Kite Class with a max crew space of 30.

So no more coffee for my marines.... thats for sure.

known bug fixed soon
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Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #77 on: December 01, 2015, 03:09:34 PM »

The game doesn't really have a good way to build up pirate standing right now.

Hmm. Maybe attacking someone with your transponder off could give you a point or two of pirate standing :) Yeah, going to look at it.

...

It takes a lot of time and its a grind

Well, that's sort of what I'm saying here :)
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Dri

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #78 on: December 01, 2015, 04:14:32 PM »

So would this then be Normal difficulty, Alex?

"easyPlayerDamageDealtMult":1,
"easyPlayerDamageTakenMult":1,
"easySensorBonus":0,
"easySalvageMult":1,
"easyOfficerLevelMult":1,
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Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #79 on: December 01, 2015, 04:16:58 PM »

Mostly. You'd also need to add:
"runDefaultEasyStartScript":false,

Which turns off the script that gives you an officer and assigns it to your 2nd ship. And comment out the bit in rules.csv that gives you the 2nd ship, and the 10,000 credits.

But in terms of actual game difficulty rather than starting conditions, yeah, what you've got there would be identical to normal.
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Chaotic-Entropy

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #80 on: December 01, 2015, 04:27:54 PM »

Seems like I picked the right time to buy and start playing. ^^

Significant pieces of progress and an overall interesting foundation of a game.
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Dri

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #81 on: December 01, 2015, 05:12:28 PM »

I'm just wanting my already active save file to not be made any easier due to the changes to Easy mode. I hope I can just ignore those start game scripts. *knows nothing about coding*

Thanks for being so active on the forums! :)
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Abradolf Lincler

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #82 on: December 01, 2015, 06:17:41 PM »

Quote
Grants a small bounty for fighting faction's enemies, similarly to a system bounty but not restricted to a specific system

Finally, not just stuck killing those Hegemony B******s in Valhalla, FIGHT DA POWER!
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Originem

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #83 on: December 01, 2015, 07:55:16 PM »

Fixed bug where buffs would not apply to ships in the refit screen or in simulation.
does it mean buff managers? or Mutablestats can be changed in the campaign and brought into combat?
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Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #84 on: December 01, 2015, 07:56:53 PM »

Fixed bug where buffs would not apply to ships in the refit screen or in simulation.
does it mean buff managers? or Mutablestats can be changed in the campaign and brought into combat?

It's buffs from the BuffManager, yes. They were not being applied in the refit screen and sim.
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Achataeon

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #85 on: December 01, 2015, 08:32:10 PM »

What does "low engine interference" do? With the sensor strength minimum set to 4, a few (or only one, can't check) frigates could then be given the augmented engines hullmod. Will the penalties given by AE be overwritten by "low engine interference"?

Edit: How about increasing the distance at which you can ascertain the faction of a fleet? Might help the player keep tabs on who's who.
« Last Edit: December 01, 2015, 08:36:04 PM by Achataeon »
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TaLaR

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #86 on: December 01, 2015, 08:40:09 PM »

Interaction of "low engine interference" with hullmods is an interesting question.
Will single Omen have only 4 sensor strength, ignoring it's bonus?
What about single civilian grade frigate with augmented engines? still 4?

Hmm... How about making bonus value not [4 - sensor strength], but [4 - sensor profile]. This will solve all above issues, and works as is for usual military vessels. Slight buff to phase ships as side effect though.
« Last Edit: December 01, 2015, 08:46:40 PM by TaLaR »
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Typo91

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #87 on: December 01, 2015, 08:42:44 PM »

Is the Onslaught suppose to make missiles?

I have 4x Pilum LRMs on mine, and during a battle i can see the ammo count going up... it never runs out of missiles...

It doesn't say anywhere this is a feature of it... do Pilums regenerate or something? 

edit:
just tested on the Gryphon with Pilums, they regenerate here to.. only slower, without using the Autoforge at all...
« Last Edit: December 01, 2015, 08:49:56 PM by Typo91 »
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Achataeon

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #88 on: December 01, 2015, 08:46:59 PM »

Pilums regenerate regardless of the ship you mount it to. It's a support missile and all that jazz.
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Typo91

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #89 on: December 01, 2015, 08:51:25 PM »

Pilums regenerate regardless of the ship you mount it to. It's a support missile and all that jazz.

thats really cool, i'd like to know if other missiles do that too... man i know what i am putting on all my medium missile slots now.

OH now i see where it says it does that.... i had thought that was the time it takes to fire another round... Reload time shows 6/min on it... ok i gotcha now
« Last Edit: December 01, 2015, 08:54:01 PM by Typo91 »
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