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Author Topic: Starsector 0.7.2a (Released) Patch Notes  (Read 356035 times)

Dri

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #180 on: February 25, 2016, 08:54:23 AM »

I hope the weapon's lore description and the color of the beam or other FX were changed a bit to match the new HE damage type it has - maybe give it a slight reddish tint.
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Thaago

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #181 on: February 25, 2016, 10:11:59 AM »

I hope the weapon's lore description and the color of the beam or other FX were changed a bit to match the new HE damage type it has - maybe give it a slight reddish tint.

I don't suppose it could be red and whispy, ala Emo Ren's lightsaber from the most recent star wars? You know you want to...
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Sy

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #182 on: February 25, 2016, 10:46:10 AM »

orange-y red seems HE-like, but it's also the color of the PD Lasers, which are the very weakest beams. that could be a bit counterintuitive.

personally, i'd like to see some consistent coloring for all beam weapons that relates to their damage type and/or role.
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Sonlirain

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #183 on: February 26, 2016, 05:59:09 AM »

Well power wise real life lasers actually are classified by color (wavelength).
Red is the weakest (but we managed to get red lasers more focused than more powerful blue beams) carrying the least energy.
Green is intermediate.
Blue is the most powerful but also the least focused.
I don't know where yellow stands but probably near red.

With that in mind i'd suggest keeping the blue beam on the HIL. Just add some extra effects to it to make it look powerful but unfocused
Something like this perhaps.
Spoiler
[close]
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Cyan Leader

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #184 on: February 26, 2016, 09:38:17 AM »

Alex did you change the way that the Combat skill tree interacts with CR at all?

I know that the skill tree revamp isn't coming yet but this seems like a pretty important change, considering those findings that the more you level the worse it is for your CR/Supplies.
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Alex

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #185 on: February 26, 2016, 09:48:44 AM »

Alex did you change the way that the Combat skill tree interacts with CR at all?

I know that the skill tree revamp isn't coming yet but this seems like a pretty important change, considering those findings that the more you level the worse it is for your CR/Supplies.

IIRC what I did is make it so that when a ship needs repairs but not CR recovery, the cost/day reverts to the base rate. Still some kinks to work out (especially pertaining to phase ships and SO builds losing CR during long deployments, and that being more expensive), but I think it'll keep.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #186 on: February 26, 2016, 10:59:01 AM »

It's out! Link in the OP.
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Tartiflette

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #187 on: February 26, 2016, 11:12:34 AM »

CLICK!
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #188 on: February 26, 2016, 11:15:22 AM »

Updating the javadoc, which involves deleting it first. It'll be up shortly.
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Cycerin

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #189 on: February 26, 2016, 11:27:06 AM »

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Nanao-kun

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #190 on: February 26, 2016, 11:34:20 AM »

Nice.
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Cyan Leader

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #191 on: February 26, 2016, 11:49:19 AM »

Woah that caught me off guard.

Time to fire up vanilla again.
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Dri

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #192 on: February 26, 2016, 11:51:10 AM »

Aww, damn! I'm at work, someone please post screens of the new ships and updated Hyperion!
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mendonca

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #193 on: February 26, 2016, 11:55:58 AM »

Cool  :)
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"I'm doing it, I'm making them purple! No one can stop me!"

Cycerin

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #194 on: February 26, 2016, 11:59:40 AM »

The officer you can gain at game start seems bugged - doesn't gain any exp, and when unassigned, he vanished forever.
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