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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 291534 times)

miljan

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #135 on: December 04, 2015, 10:36:06 AM »

:(

It's not going to be today, but assuming all goes well with the last bits of playtesting - very soon!


Hmm, you know - if you edit settings.json and change:
"maxMarketProcurementConcurrent":20;
To 0 instead, that *may* help the stuttering issue. It'll also stop new procurement missions from being generated, though.

Holy crap, i thought that the game lags because of my *** comp (and that the game got a lot higher needs with the new release), but this fixed it, no more lag every 3 sec or so in global map.

I assumed it to be a placeholder for future, more interesting conversation options.

Still it will not change the fact that conversation will be fixed, and once you see them all (if you want to read it in first place, as I always skip it)you will want just to jump and see the stats, so really no need for that additional one click
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Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #136 on: December 04, 2015, 10:57:51 AM »

It's out, updated OP.
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Megas

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #137 on: December 04, 2015, 11:01:13 AM »

Got it, and will try it when I can.
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JohnDoe

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #138 on: December 04, 2015, 11:01:22 AM »

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TheDTYP

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #139 on: December 04, 2015, 11:17:07 AM »

Well, that was a lot less time than a year :P

Thanks for the quick update, Alex!!! I'll give you my feedback soon, see if I find any bugs and all that
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Euphytose

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #140 on: December 04, 2015, 11:26:11 AM »

I have a problem with the new patch. All delivery missions show "deliver to $market", and the system isn't shown on the small map next to the mission.
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Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #141 on: December 04, 2015, 11:40:02 AM »

Argh! Looking at this now.

Edit: Fixed; hotfix incoming.
« Last Edit: December 04, 2015, 11:49:08 AM by Alex »
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Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #142 on: December 04, 2015, 12:03:09 PM »

Hotfix is up.
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TheDTYP

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #143 on: December 04, 2015, 12:06:58 PM »

You're the man, Alex!
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JohnDoe

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #144 on: December 04, 2015, 12:07:16 PM »

That was quick! Thanks for the fix; downloading now  :P
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MShadowy

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #145 on: December 04, 2015, 12:09:13 PM »

Nifty.  Thanks for the patch, Alex.
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Euphytose

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #146 on: December 04, 2015, 12:11:54 PM »

Is it normal that we have to redownload and reinstall the whole thing once again? I don't mind since I have unlimited bandwidth but for other people this might be a problem.
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Dri

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #147 on: December 04, 2015, 12:14:02 PM »

The game is like 300 megs; I really hope thats not a problem.
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Megas

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #148 on: December 04, 2015, 12:18:52 PM »

Accepting the mission to $market crashed the game with a Fatal Null.  Downloading hotfix now.
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Megas

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #149 on: December 04, 2015, 12:27:41 PM »

Forgot to mention:  With Tachyon Lance EMP bug fixed, it is a lame weapon for its cost now.  It is simply a slightly stronger Phase Lance that pays +22 OP for +400 more range and slightly more damage.  Currently, Tachyon Lance would be fine as a 20 or 22 OP weapon, but it is grossly overpriced at 32 OP.  If Tachyon Lance is supposed to be this legendary 32 OP monster weapon, it either needs its 2500 range back or its unfair shield-penetrating EMP (or some other unique and unfair property).  (I prefer the classic long range.)  As is, Plasma Cannon is a no-brainer if I want to spend 30+ OP on an elite weapon.
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