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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 355081 times)

Achataeon

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #495 on: March 10, 2016, 06:26:27 PM »

Changes as of March 03, 2016 (hotfix, -RC3

Something's really bugging for quite a while now. The -RC3 doesn't have a closed parenthesis on it ")"

That and, where can you buy Harvested Organs legally? The only reliable way I can buy that thing is off of Chicozmotoc, and it's illegal there. Kinda hard to do those legal Organ missions without resorting to Black Marketing.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #496 on: March 10, 2016, 06:34:43 PM »

Something's really bugging for quite a while now. The -RC3 doesn't have a closed parenthesis on it ")"

Thanks, fixed that up :)

That and, where can you buy Harvested Organs legally? The only reliable way I can buy that thing is off of Chicozmotoc, and it's illegal there. Kinda hard to do those legal Organ missions without resorting to Black Marketing.

I don't remember offhand whether any Tri-Tachyon markets (where these are legal) are large enough to have some. It's not supposed to be something you can easily get legally, though - needing to use the black market for these, and drugs, is pretty much the point.
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Bastion.Systems

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #497 on: March 11, 2016, 01:33:23 PM »

Aww yizz new Starsector version, loads of changes!  :o
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Taverius

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #498 on: March 12, 2016, 03:13:24 AM »

Hey Alex, looks like the skeleton crew perk can still put fighters under alpha-level AI control :)
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Serenitis

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #499 on: March 12, 2016, 01:06:22 PM »

Quote
Burn Drive: now disables venting while active
This is an absolute cow to get used to after being able to stop at will. :P
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #500 on: March 12, 2016, 01:08:08 PM »

Hey Alex, looks like the skeleton crew perk can still put fighters under alpha-level AI control :)

Thanks - noted! Kinda-sorta-feature for now, but yes, something that needs to be cleaned up eventually.
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Gothars

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #501 on: March 12, 2016, 03:20:11 PM »

Is this as it should be? Seem kinda strange that saving their people from starvation doesn't make Tri-Tachyon hate me at least a little bit less.
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TJJ

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #502 on: March 12, 2016, 03:32:45 PM »

Is this as it should be? Seem kinda strange that saving their people from starvation doesn't make Tri-Tachyon hate me at least a little bit less.


Yeah, I just noticed this while trying to recover my rep with the independents :(
Seems once you hit hostile, the only remedy is to kill their enemies?

I really don't like the finality of relationship modifiers atm.
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #503 on: March 12, 2016, 03:37:22 PM »

And once you reach Vengeful, it is final, and nothing raises reputation anymore.
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Cycerin

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #504 on: March 12, 2016, 05:26:51 PM »

- Added Donate Basket of Kittens
- Will add 1 rep even at Vengeful
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #505 on: March 13, 2016, 05:15:10 PM »

Is this as it should be? Seem kinda strange that saving their people from starvation doesn't make Tri-Tachyon hate me at least a little bit less.


Weeell, you've probably been shooting at their military for a while. Selling a bunch of food (at a profit!) to a market with a shortage (which, for all they know, you engineered) doesn't really stack up against that. So realism-wise, I think it's pretty reasonable.

That said, I do want to re-evaluate what the various ways to go up/down in reputation are at some point. Probably at some later point, though, when more things are in place.
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Gothars

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #506 on: March 15, 2016, 04:23:46 PM »

Quote
AI fleet commanders now always take the largest combat ship for their flagship, if one is available

Bug?

[attachment deleted by admin]
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The game was completed 8 years ago and we get a free expansion every year.

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Dri

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #507 on: March 15, 2016, 04:34:24 PM »

Psh, those 3 small ballistic mounts totally make it a combat ship!
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Histidine

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #508 on: March 15, 2016, 08:38:37 PM »

It's a merchant convoy, so I figure the biggest cargo ship being the "flagship" makes sense.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #509 on: March 15, 2016, 08:52:48 PM »

That bit of patch notes is, apparently, a lie. It's going to pick one of the ships of the biggest size class available, and it's more likely to pick combat ships, but it's not guaranteed. In this case, the only capital being the Atlas, it'll always end up being the flagship.
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