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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 196940 times)

SpacePoliticianAndaZealot

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #480 on: January 04, 2016, 05:55:56 AM »

The problem is that the "bug" makes no sense at all when described as a bug.

Is this the start of #PortraitDiversity movement?  :P

So yeah, give it a break. If you want to go hardcore nitpicking, there are many other tiny things that break immersion aswell.
« Last Edit: January 04, 2016, 05:58:02 AM by SpacePoliticianAndaZealot »
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StarSchulz

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #481 on: January 04, 2016, 10:18:11 AM »

Just that two of the same portrait are having roles on the same planet x.x

I already am the kind of person that makes sure all of their officers have different portraits, lol.

zakastra

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #482 on: January 04, 2016, 02:53:44 PM »

Secha and Casey are twins. but only one got married ;)
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Gothars

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #483 on: January 04, 2016, 02:57:28 PM »

Quadruplets?

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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #484 on: January 04, 2016, 03:08:15 PM »

The Hegemony Personnel Assignment Bureau amusing itself, no doubt.
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Mudanzas Valencia

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #485 on: January 04, 2016, 05:58:03 PM »

when is starsector gonna be finished anyway? I'm not being a jerk im just wondering since it's arleady got the effort of ten indie games put into it and im just wondering if it's gonna be done by the end of 2016 or if this is basically a dwarf fortress in space timeline
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Dri

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #486 on: January 04, 2016, 06:24:17 PM »

Probs another 2 years.
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StarSchulz

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #487 on: January 04, 2016, 07:15:56 PM »

Pretty sure its gonna be a while longer  :P  But each update is always amazing, even if it is a year in-between.

Mudanzas Valencia

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #488 on: January 05, 2016, 02:38:56 PM »

solar shielding is lame haha, especially since tactically beams are a threat to shield flux, not armor (if they are freely beaming your armor your already doomed!)

unless beam damage resistance stacks with armor ablation? is the beam damage resistance calculated before or after armor check? is it that 100 armor counts at 110 against beams? Or is it that 100 beam dps counts as 90 damage against 100 beam protected armor?

 how does armor damage reduction work in terms of beam, is it a flat reduction that eventually scales down as the armor is whittled away, so that a beam only does full damage against exposed hull? Hmmmm...

 also what was the maximum damage reduction that armor gives again, is it 80% (20% gets through?)
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Dark.Revenant

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #489 on: January 05, 2016, 04:54:23 PM »

Maximum reduction is 85%.  Damage reduction from stat buffs is applied before armor calculation.  Solar Shielding's buff stays the same regardless of armor level.  For example, if a 250-damage beam is hitting your normal 500-armor ship, 80% is reduced and the final dps is 50.

With solar shielding, that becomes effectively 225 dps, with 81.6% reduction, for final dps 41.3.
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Weltall

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #490 on: January 05, 2016, 07:36:20 PM »

Just that two of the same portrait are having roles on the same planet x.x

I already am the kind of person that makes sure all of their officers have different portraits, lol.
Quadruplets?

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Well with so little portraits, you are bound to find twins eventually at least XD.  I personally took Trashman's picture pack, that is with his Ironclads addon, and added it to my game. It is good to at least see more portraits XD
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Taverius

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #491 on: January 06, 2016, 01:20:12 PM »

Another small one Alex, the Hegemony Auxiliary Buffalo still has the civ hull mod.
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Mudanzas Valencia

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #492 on: January 06, 2016, 02:20:05 PM »

Maximum reduction is 85%.  Damage reduction from stat buffs is applied before armor calculation.  Solar Shielding's buff stays the same regardless of armor level.  For example, if a 250-damage beam is hitting your normal 500-armor ship, 80% is reduced and the final dps is 50.

With solar shielding, that becomes effectively 225 dps, with 81.6% reduction, for final dps 41.3.

thanks!

interesting...so not entirely useless then. still, would rather have environmental armor shield against flux storms then solar flares, i mean really, even in SS+ there's just not enough suns for that to be relevant. if you flying close to suns, ur dumb lol
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #493 on: January 07, 2016, 12:17:54 PM »

Another small one Alex, the Hegemony Auxiliary Buffalo still has the civ hull mod.

Thanks - looks like it's already fixed in the dev version :)


still, would rather have environmental armor shield against flux storms then solar flares,

Looking at the code, it actually does protect against both. Not 100% sure if that's just a dev version thing, though.
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ArkAngel

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #494 on: January 07, 2016, 10:40:40 PM »

still, would rather have environmental armor shield against flux storms then solar flares,

Looking at the code, it actually does protect against both. Not 100% sure if that's just a dev version thing, though.
If thats the case, that made it soooo much more useful. Though, I'd reccomend renaming it to something to tell the player that it does protect against both.
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