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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 0.7.2a (Released) Patch Notes  (Read 355139 times)

Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #195 on: February 26, 2016, 12:04:56 PM »

Could've sworn I tested that - ahhh, that explains an oddity I saw but couldn't reproduce at the time.

Fixed that up; probably hotfix-worthy, but might wait to see if a couple more things come up.
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icepick37

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #196 on: February 26, 2016, 12:26:41 PM »

Could've sworn I tested that - ahhh, that explains an oddity I saw but couldn't reproduce at the time.

Fixed that up; probably hotfix-worthy, but might wait to see if a couple more things come up.

I came to report that as well.

Holy crap the new char creation! And the scarab! And the ill-advised mudksipper mods!  :)

Congrats on the release. So far it's entirely awesome.
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gozer

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #197 on: February 26, 2016, 12:34:24 PM »

awesome, 0.7.2 released ... I'm SO glad I decided to check forum today :)
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #198 on: February 26, 2016, 12:39:46 PM »

And the ill-advised mudskipper mods!  :)

:D Those might be my favorite part. Entirely David's idea, btw.
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Cyan Leader

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #199 on: February 26, 2016, 12:41:00 PM »

Hyperspace movement feels different somehow.. smoother is the word maybe? Especially when running while compressing time.
AI fleets fly differently now too. Really digging the way things are right now.
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icepick37

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #200 on: February 26, 2016, 12:44:50 PM »

:D Those might be my favorite part. Entirely David's idea, btw.

Well you are both geniuses. Mad geniuses even.

I want to play with the wayfarer, but I SHOULD be working/homeworking.  :p  Soon, though. Sooooooon.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #201 on: February 26, 2016, 12:46:51 PM »

Hyperspace movement feels different somehow.. smoother is the word maybe? Especially when running while compressing time.

Sounds like it's probably due to a higher framerate from the fleet AI optimization - hyperspace would be the area most affected since it tends to have the most fleets in it.

(PSA: right click to pan the view in the campaign, in case you missed it in the patch notes.)
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Cyan Leader

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #202 on: February 26, 2016, 12:59:44 PM »

Sorry, meant Campaign in general, not Hyperspace. But yeah, that might be it. I have quite an old CPU so maybe that was the main problem, even though my VGA is pretty new. Can't wait to try this out with several mod factions.

Edit. This is a bit odd, in the changelog you are stating that "Updated ships the player can restart in: now Lasher, Wayfarer, Centurion, and Wolf".
But wasn't the Wolf removed from all starting options when creating a new game? I find it a bit odd that you have a choice to kill yourself to still start with that ship.
« Last Edit: February 26, 2016, 01:02:59 PM by Cyan Leader »
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #203 on: February 26, 2016, 01:05:10 PM »

i thought it would still be some time until we get to play this. much yay! \o/

also: Damper Field's description states "Briefly activates activates an energy field ...".
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #204 on: February 26, 2016, 01:15:56 PM »

Edit. This is a bit odd, in the changelog you are stating that "Updated ships the player can restart in: now Lasher, Wayfarer, Centurion, and Wolf".
But wasn't the Wolf removed from all starting options when creating a new game? I find it a bit odd that you have a choice to kill yourself to still start with that ship.

Hmm, yeah, I suppose it is. I'd like to eventually rework how restarting works (though not quite settled on how). For the moment, it remains somewhat exploitable, and this is one more aspect to it...

also: Damper Field's description states "Briefly activates activates an energy field ...".

Thank you, fixed.
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Trylobot

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #205 on: February 26, 2016, 01:34:45 PM »

Damn Alex you're really cranking it out lately  ;D
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Taverius

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #206 on: February 26, 2016, 01:44:58 PM »

Phase lance description still says 'with a significant EMP component' :3

Also kind of sad that the EMP is gone without a reduction in flux usage :( - unless you forgot to note it in the changes.
« Last Edit: February 26, 2016, 01:46:33 PM by Taverius »
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No faction is truly established without a themed Buffalo (TAG) variant.

Dri

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #207 on: February 26, 2016, 01:45:12 PM »

Wheres Megas with his rundown on the new ships? Haha

Still at work, damnit!
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #208 on: February 26, 2016, 01:48:23 PM »

Aww, damn! I'm at work, someone please post screens of the new ships and updated Hyperion!
here you go:
Spoiler

updated LR PD and HIL, new Ion Pulser and Ion Beam


new Wayfarer, Centurion, Scarab, Harbinger and Mudskipper MK.II (featuring only a single large mount!), and updated Hyperion


new ship systems for Centurion and Brawler, Scarab, Harbinger, Afflictor, and Doom


some more weapon slot cover examples


some new starting options
[close]

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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #209 on: February 26, 2016, 01:50:11 PM »

Not gonna lie, I'm sad that you couldn't hear the noises I made when I saw the modified Mudskipper. That thing is great.

As long as you're not lying: did you see it? Or did it shoot you first?

Is there anything in the base game that uses Composite slots? I could see those being really good on something like the Gryphon or Kite [A]; also would be nice to see one or two new flexible low-tech ships using them.

Not at the moment, no. Probably at some point, but I'd like to be sparing with the oddball slot types, so that it doesn't become a question of "which special slots does this ship have"? Rather, I'd like to keep these as something that makes the ship special by virtue of having *any*.

(That said, the new ships haven't exactly been very sparing with these; I'd like to dial that back going forward.)


Damn Alex you're really cranking it out lately  ;D

It's that post-big-release period where it's mostly focused on polishing/cleaning up existing stuff, so it's much easier to get something into releasable shape.

Phase lance description still says 'with a significant EMP component' :3

Also kind of sad that the EMP is gone without a reduction in flux usage :( - unless you forgot to note it in the changes.

Fixed, thank you.

I think the Phase Lance is still good; in any case, balance is never in such a fine-tuned place that any minor change requires a counterbalance in some way. It's not quite as good as it was before, sure, but the EMP damage wasn't a big deal in the first place.
« Last Edit: February 26, 2016, 01:53:50 PM by Alex »
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