Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
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.
And the ill-advised mudskipper mods!
Those might be my favorite part. Entirely David's idea, btw.
Hyperspace movement feels different somehow.. smoother is the word maybe? Especially when running while compressing time.
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.
also: Damper Field's description states "Briefly activates activates an energy field ...".
Aww, damn! I'm at work, someone please post screens of the new ships and updated Hyperion!
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.
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.
Damn Alex you're really cranking it out lately
Phase lance description still says 'with a significant EMP component' :3Also kind of sad that the EMP is gone without a reduction in flux usage - unless you forgot to note it in the changes.