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Starsector 0.8a (Released) Patch Notes

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Alex:
Blog post/download links here.

Hotfix (RC19), April 21, 2017

Campaign

* Trading/refitting at market will stop your fleet
* Reduced speed of REDACTED frigates by 30
* Salvage and surveying will not be prevented by nearby fleets that are fleeing, maintaining contact, or standing down
Miscellaneous:

* Added "enableSoundFilters" setting to settings.json
Bugfixing

* Fixed another similar load-game issue
* Fixed issue with being unable to learn multiple modspecs without reopening the cargo screen
* Fixed issue w/ autofit stripping out built-in weapons
* Fixed issue w/ post-combat recovery sometimes producing d-hulls with no d-mods
* Fixed neutral, abandoned stations showing transponder-related text on interaction
* Fixed issue with REDACTED sometimes not deploying all their reserves and making battle unwinnable
* Fixed issue with procurement mission occasionally making target market permanently non-interactive
* Fixed "show system info" from map not working when docked at market
* Right-click to drop picked up cargo stack works again

Hotfix (RC18), April 21, 2017

Bugfixing

* Fixed issue w/ "salvage ships" tutorial step not advancing properly sometimes
* Made "quick save" and other instructions in tutorial more prominent (flashing, larger font)
* Fixed issue with certain skill effects applying after points in the skill were spent and then refunded
* Fixed "strip" command removing d-mods from certain d-hulls
* Fixed issue with jar files from mods not loading
* Fixed "market info/trade" button being enabled on uninhabited planets
* Fixed occasional issue where a save could get into a state where it would not load
* Fixed a "Fatal: null" crash
* Equipped fighter wings now properly contribute to ship buy/sell cost
* Fixed course being laid in repeatedly for despawned derelict ship
* Fixed issue with patrol continuously interacting with player w/o asking to perform a scan
* Laying in course to a nebula from the system detail screen now works
* Sustained Burn will now work in-system when your fleet is out of fuel
* Skipping the tutorial after you've started one campaign no longer requires restarting the game
* Added missing % sign to "Command & Control" rank 2 description
* Fixed several other typos


Changes as of April 20, 2017

Campaign

* "Unidentified fleet" sensor contacts now use dashed gray/transparent circle indicator
* Hull Modspec items show a dimmed "display" area when hullmod is already known
* Changed markets to always have some hullmods for sale instead of a very small chance for each hullmod to be available
* Fleet screen: added "number of d-mods" indicator to each ship
* Made modspecs cheaper
* Bumped up XP for discovery and salvage
* Markets with fuel, supplies, and crew will have some on the open market even if there is unmet demand (i.e not required to use black market in this case)
* Reduced chance for phase ships to be found in smaller enemy fleets
* Small chance of a heavily-degraded Afflictor in pirate fleets (can easily be pressured/chased down by starter Wolf; runs out of peak time very quickly)
* Laid-in course now shown on map
Skills

* Added "reduces effect of d-mods" fleetwide effect to one of the industry skills
* Added "deployment cost reduction also applies to maintenance" industry skill effect
* Increased magnitude of "fewer d-mods on recovered ships" skill effect; now also affects own ships
* "Post-battle salvage" bonuses are now just overall salvage bonuses
Ships

* Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)
* Falcon: increased burn level to 9
* Tempest: increased Terminator drone speed, now armed with Ion Pulser
Miscellaneous

* Advanced combat tutorial: added mention of "hold fire" and "pull back fighters" controls
* Fleet command tutorial: revamped to match state of game; added "avoid" and "eliminate" order sections
* Stopped using roman numerals in ship names
* Logging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run
Bugfixing

* (Hopefully) fixed issue with possible repeated reputation drops from black-market trade on pirate markets
* Fixed Salamander missile AI not tracking phase ships the same way as normal missile AI
* Fixed bug where d-hull-modified deployment cost was only rounded for display and not consumption

Changes as of April 13, 2017

Campaign

* Planets with ruins will now have orbital junk, like regular markets (but no radio chatter)
* Person-bounty fleets now marked as "mission important" (i.e. will show indicator on map/campaign when visible)
* Can no longer scuttle, sell, or store the last ship in your fleet
* Control-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacity
* Another ctrl-click will take the rest, if desired
* Mostly meant to make topping off on fuel quick and easy
* Control-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above it
* Another click will transfer the rest
* Added slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)
* Fuel:
* Reduced price to 25 credits (from 50)
* Roughly doubled amount available
* Increased proportion of fuel from salvage, battle salvage, and scuttling
* Reduced ship fuel capacity, generally by around half
* Cargo ships tend to have a bit more
* Carriers a bit less
* Overall goal is to encourage more casual exploration (cheaper, more abundant fuel) and open up a few more choices in fleet composition (how many/what types of tankers to use)
* Reduced cargo capacity somewhat, especially of combat ships above frigate level
* A fleet with many larger ships is more likely to want to bring freighters along
* A fleet with mostly frigates is largely unaffected compared to before
* Attempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialog
* Scavenge ability:
* Chance of an accident starts low and increases with subsequent operations in same debris field
* As do the losses from an accident
* Updated sensor range calculation
* One fleet's sensor profile is added to another fleet's sensor range to get the detection range
* Skills/abilities/terrain etc still modify this combined range, as before
* Ships contribute 30/60/90/150 to sensor strength and profile, based on ship size
* Added to a base fleet strength/profile of 300
* Only the 5 ships with the highest profile and strength are used, can be different set for each
* Adjusted various related hullmods; of particular note:
* High Resolution Sensors give a flat +60 to sensor strength
* Phase Field sets the ship's profile to 0
* Maximum sensor range indicator (to detect your fleet) now also shown when mousing over another fleet
* Overall:
* Slightly increased detection ranges, most impactful for smaller fleets
* Easier-to-gauge impact of specific ships, since it's linear
* New inventory icons for fuel and supplies
* Added campaign tutorial:
* Introduces major gameplay elements and goes through active abilities
* High-level, involves doing a multi-stage mission to get out of new starting star system
* Can be skipped; if skipped starts player with similar resources/standing as if they did it
* New game creation:
* Added button to randomly generate a name
* Added button to randomly a pick portrait
* Re-did starting options
* Starting ship: Wolf or Wayfarer
* Second ship: Kite with officer, or Shepherd with heavy machinery
* Difficulty: normal or easy
* Tutorial: do or skip
* Easy difficulty now:
* Reduces damage taken by all ships on your side by 25%
* Increases sensor range by 500
* Increases all salvage (combat and non-combat) by 50%
* Added visual indicator for mission-important entities in campaign screen
* Added "survey planet" mission
* Turned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise)
* In-flight refit: adding weapons/hullmods will again reduce CR, but not below the malfunction threshold
* Still makes outfitting recovered ships mostly free as they can't start with more CR than that
* Prevents some potential exploits
* Improved fleet AI: computes better intercept point when pursuing another fleet
* Reduced use of Emergency Burn by AI fleets, especially during pursuit
* Running a salvage operation or scavenging will now bring your fleet to a stop
* Added UI indicators to debris fields to make them easier to spot
* Solar Shielding: modified description to mention that it also protects against hyperstorms
* Campaign music will now stop while surveying a planet or otherwise interacting with it
* Radar now shows hyperspace terrain (does not show any other kind of terrain)
Ships

* Shepherd:
* Added Salvage Gantry as built-in hullmod; +10% potential salvage
* Increased fuel capacity
* Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range
Miscellaneous

* Disabled buttons will now flash when they fail-to-be-activated using the shortcut key
Modding

* Added secondary faction color for fleet circle indicators
* "secondaryUIColor":[<color>],
* "secondarySegments":<integer>,
* Only used by the fleet/station/entity/etc circles, nothing else
* Ship tooltip: non-phase cloak right-click systems will show "Special" instead of "Defense" and the proper system name
* reportBattleFinished() now properly called when battle ends, both for autoresolve and player battles
Bugfixing:

* Fixed Wolf collision radius (was smaller than shields, could cause limited collision detection problems)
* Fixed another campaign-game level memory leak


Changes as of March 23, 2017

Campaign

* Added several salvage-related themes for procedurally-generated star systems (e.g. "ruins", etc)
* Added new mission to encourage/reward exploration
* Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies
* May now receive distress calls while traveling through the Sector
* Ejecting cargo:
* Creates "cargo pods" that will drift away and be lost within a few days
* Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo
* Only in-system, not in hyperspace
* Can put crew in cargo pods ("cryosleep" etc)
* Person bounties:
* Increased maximum concurrent to 5 (was: 3)
* Increased base reward to 30k (was: 20k)
* Added random component to reward
* Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting
* Can click minimap in intel message detail to switch to map tab showing location that was on miniamp
* Surveying planets now generates a "Survey Data" commodity
* Ranges in quality from Class 1 through Class 5 depending on planetary conditions found
* High-class data is extremely valuable
* Added a "lay in course" feature
* To activate, "lay in course" from map
* Works across star systems, i.e. can lay in course for specific planet while in another system
* Will pick optimal jump-points and update next waypoint automatically
* Shows info re: where you're going (direction, fuel, distance, time)
* Can divert from it and then resume autopilot easily
* Planets that don't already have related jump points (i.e. gas giant gravity wells) get "nascent" gravity wells in hyperspace
* Transverse Jump ability:
* Jump into systems using nascent gravity wells
* Jump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)
* Unlocked by level 3 Navigation skill
* Neutrino Detector ability (requires Sensors skill)
* Detect entities anywhere in-system
* Remote Survey ability
* Gain preliminary survey information for all nearby planets
* Unlocked by level 1 Surveying skill
* Rare Ore renamed to "Transplutonics"
* Increased maximum player fleet size to 30
* Improved scuttle dialog; scuttling now also yields heavy machinery
* Added stand-alone stations to the intel "planets" tab
* E.G: station around Jangala isn't included there since it's part of the Jangala market
* Kanta's Den *is* included since it's the main entity comprising its market
* Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with
* Enemy fleet commanders now have access to fleet-level skills such as "Coordinated Maneuvers" and "Electronic Warfare"
* Number of enemy officers capped by the commander's Officer Management
* Likelihood and level/presence of these skills varies by faction; i.e. pirates are less likely to have them, and if they do they'll be lower level
* Officer skills for AI fleets are picked appropriately for carriers (while still using the same "select 1 skill" process the player uses)
* Added multiple special events that occur during salvage operations
* Debris fields generated by battles now sometimes yield recoverable (but badly damaged) ships
* Battles now generate derelict ships that slowly drift away, can be salvaged, and are eventually lost
* Adjusted fleet compositions so that beam-focused Wolf variants don't show up in smaller fleets as often

Ship recovery

* Destroyed and disabled ships have a high chance of being recoverable after combat
* Recoverable ships get permanent d-mods (Compromised Armor, Degraded Engines, etc)
* Deployment supply cost of ships reduced by 20% (multiplicative) per d-mod
* Enemy ships get more d-mods, own ships get 1 extra d-mod each time they're recovered
* Several ways to ensure ships are always recoverable:
* Reinforced Bulkheads (ship it's installed on)
* Damage Control skill (ship piloted by person w/ skill)
* Fleet Logistics skill (all ships piloted by officers in fleet)
* Ships with (D) mods can be restored at a market, for a high price based on the amount of damage (up to around 4x base with 4 d-mods)
* This includes both damaged ships and ships that normally have dmods, such as Luddic Path frigates with Ill-Advised Modifications
Ship autofit

* Pick a "target" variant from a configurable set and it will automatically create a fit using what's available
* Will use similar weapons if exact ones in target variant aren't available
* Multiple options (buy from market, allow black market purchases, etc)
* Replaces "manage variants" in refit screen
* "Select next ship with unspent ordnance points" button in refit screen
* Unspent ordnance points now also shown on ship list in refit screen
* Option to quickly spend any unspent points for a ship without fully refitting itWill spend points on vents, capacitors, and some general-purpose hullmods

Refit screen

* "Add hullmod" dialog:
* Added tabs to filter hullmods by category (All, Offensive, Defensive, Engines, Special)
* Added "hide already installed hullmods" checkbox
* Added indicator to show which hullmods are already installed
* Improved overall readability and adjusted color scheme to be more in line with rest of game
* Made some miscellaneous visual improvements
* Added filters (by type and source) to weapon and fighter picker dialogs
* Improved readability of items in dialog
* Added "PD" indicator and weapon range to each item
* Weapon tooltip now shows EMP damage for MIRV-style weapons


Miscellaneous

* Added progress bar to game saving
* Windows will no longer think the application is not responding while loading or saving a game
* Ship ordnance points increased across the board by 0-20%, around 10% in most cases
* Some ships increased more or less of an increase for balance reasons; examples:
* Harbinger: 80 -> 95
* Apogee: 135 -> 140
* Ship refit now only degrades CR when something is removed. I.E. adding weapons or hullmods will not reduce CR unless something is removed to make room
* Mostly applicable for recovered ships - spending their free OP will not tank their CR
* Reduced deployment and maintenance cost of Buffalo Mk.2 to 4 supplies (was: 6)
* Fixed frame rate drop when opening interaction dialog that could occur at larger fleet sizes
* Removed CR reduction for hull damage taken in combat
* Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
* Weapons with recoil now retract their barrels while ship is venting
* Reduced game startup time
* Ships given the "Retreat" command will now turn to face pursuing enemy ships and perform more of a fighting retreat
* Added "Direct Retreat" command for a best-speed retreat
* Added workaround for issue with some recent versions of NVIDIA drivers causing game to not start
* "Harass" assignment: ships will now make sure to stay outside enemy weapon range
Officers:

* Now start with 2 skill selections at level 1
* Max out with 7 level 3 skills at levl 20
* Limited to 10 skills total
Skill overhaul

* Aptitudes and skills limited to 3 levels
* Both increased using "character points", player gains 1 per level
* Each skill level has a perk, skills generally do not have bonuses that increase with level
* Aptitudes no longer have a direct effect but only unlock higher levels for governed skills
* Combat skills more focused on defense and overall weaker than before
* All percentile reductions from skills are now multiplicative
* Combat skills:
* Combat Endurance
* Missile Specialization
* Ordnance Expertise
* Target Analysis
* Damage Control
* Impact Mitigation
* Defensive Systems
* Evasive Action
* Advanced Countermeasures
* Helmsmanship
* Leadership skills:
* Command & Control
* Officer Management
* Coordinated Maneuvers
* Fleet Logistics
* Fighter Doctrine
* Carrier Command
* Wing Commander
* Strike Commander
* Technology Skills:
* Gunnery Implants
* Power Grid Modulation
* Electronic Warfare
* Loadout Design
* Sensors
* Navigation
* Industry
* Safety Procedures
* Recovery Operations
* Field Repairs
* Surveying
* Salvaging
* Removed navigation requirement for using star jump-points
* Combat objectives:
* No longer give command points for capturing
* Starting command points set to 5
* Nav Buoy
* Gives +5% top speed
* Related skill: Coordinated Maneuvers
* +1-4% top speed per ship deployed, based on size
* 10-20% maximum based on skill level
* Does not affect fighters
* Coordinated Maneuvers and Nav Buoy combined total limited by maximum (base 10% w/o skill)
* Sensor Array renamed to Sensor Jammer
* Gives +5% ECM rating
* Total value compared for each side, losing side's weapon range reduced by the difference
* Related skill: Electronic Warfare
* +1-4% ECM rating per ship deployed, based on size
* 10-20% maximum range effect based on skill level
* Does not affect fighters
* Command points now regenerate at a rate of 1 every 120 seconds
* Comm Relay increases regeneration rate by 25%
New/adjusted hullmods:

* All percentile reductions applied by hullmods are now multiplicative
* Most already were; this is just cleanup to ensure consistency
* Goal is to avoid unreasonable stacking, i.e. -50% and -50% reducing a value to 0
* Flux Coil Adjunct, Flux Distributor:
* Cost 4/8/12/20 ordnance points
* Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
* Available from the start
* Generally reduced penalties from d-mods
* ECCM Package: now also reduces weapon range penalty from losing Electronic Warfare
* Expanded Missile Racks:
* Now increases missile ammo by 100% (was: 75%)
* Ordnance point cost increased substantially
* One-shot Reaper torpedo launcher now has a 5 second cooldown
* Degraded Engines: reduced sensor signature penalty, reduced movement penalty
* Accelerated Shields: no longer available from start
* Expanded Magazines: no longer available from start
* Reinforced Bulkheads: available at campaign start
* Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise
* New hullmods:
* Expanded Deck Crew
* Recovery Shuttles
* Nav Relay
* ECM Package
* Operations Center
Ships

* Omen: added built-in ECM and ECCM Package
* Tempest: increased shield arc to 120 degrees (was 90)
* Apogee: replaced ship system with Active Flare Launcher (2x)
* Conquest:
* Added "Heavy Ballistics Integration" built-in hullmod: reduces large ballistic OP cost by 10
* Reduced OP by 30 (relative to higher, rebalanced value)
* Aurora: changed non-front-facing medium turret from energy to synergy
* Added Drover-class midline carrier, destroyer-sized with 2 fighter bays
* Added Legion-class low-tech battlecarrier
Weapons

* Sabot SRM:
* Now fires a spread of 5 warheads
* Each deals 200 kinetic and 400 EMP damage
* When hitting hull/armor, EMP damage may arc for another 400 EMP damage
* Hellbore Cannon:
* Halved rate of fire
* Reduced flux cost to 750/shot (was: 825)
* Adjusted visuals for muzzle flash, shot, and impact (more prominent)
* Overall: low dps, very high per-shot damage, very low flux cost
* Mjolnir: increased flux/shot to 500 (was: 400)
* Storm Needler:
* Reduced flux cost/shot to 65 (was: 75)
* Increased shot speed, added a bit of inaccuracy
* Removed windup time
* Reduced range to 700 (was: 800)
* Guardian PD: reduced OP cost to 18 (was: 22)
Combat

* Proximity Charge Launcher: projectile speed increased to 100 (from 50)
* Mainly for REDACTED reasons, not to improve it as a generic ship weapon
* Ship AI:
* Fixed some issues with AI being overly careful around enemy fighters
* Improved logic for spacing out larger ships
* Fixed issue with "eliminate" and "engage" ordered against stations
Modding

* Game will throw an error message when running with any version of Java other than 7
* allowAnyJavaVersion to override this
* Game will now fail to load on Windows if jarfile filename case doesn't match that of the actual jarfile
* On Linux, will crash while trying to load misnamed jarfile instead of
* Game now checks for duplicate ids in various csv files being loaded, e.g. rules, person_names, etc
* Will throw an error when found; helps prevent hard-to-track-down "duplicate rule id, so it's quietly not doing anything" bugs
* ALL_SHIPS_IN_FLEET skill effects do not apply to fighters
* Use ALL_FIGHTERS_IN_FLEET and/or SHIP_FIGHTERS instead
* MissionDefinitionAPI.getDefaultCommander(FleetSide side)
* Can be used to give fleet-affecting skills to mission sides
* Station weapons now render above all station modules
* Fixed issue where mods were unable to override colors in settings.json
* WeaponGroupAPI:
* WeaponAPI removeWeapon(int index);
* void addWeaponAPI(WeaponAPI weapon);
* Skills can unlock campaign abilities ("ABILITY_UNLOCK" effect type)
* Added several values to faction doctrine that configures how commander skills are generated
* Commander skills are skills such as officer management, electronic warfare, etc
* Added player level cap to settings.json; "playerMaxLevel"
* Mirv behavior spec: added "spreadInaccuracy" that applies even when evenSpread = true
* Edit Variants: added checkboxes to force maximum combat skill levels on each side of simulation
* Name of "defense" for hull in ship tooltip now properly uses name of right-click system if it's not phase cloak
* Built-in hullmods can now influence the OP cost of weapons
Bugfixing

* Fixed issue where post-combat salvage would only contain half the cargo that should have been looted from the enemy fleet (affected just cargo from trade fleets and such, not basic supplies/equipment/fuel drops)
* Fixed issue that caused black market weapons to not use the proper range of factions to pick from
* Fixed memory leak that was caused by opening the refit screen, exiting it, and then reloading a save without unpausing the game
* Added workaround for occasional issue with wrong aspect ratio on multiple-monitor systems


Changes as of December 03, 2016

Campaign

* Added options to new game creation
* Sector size (small or medium)
* Sector age (old, average, young, mixed)
* Random seed used to generate sector
* Can be copied from character tab in existing game
* Can be used to replay the same sector or shared
* Added procedurally generated constellations and expanded map (about 16x previous area, ~200 star systems maximum right now)
* Deep hyperspace now functions similarly to nebula (slows down smaller fleets, fleets inside are less visible)
* The slow-down effect is up to 30% (vs 50% for nebula)
* Campaign map overhaul
* Two tabs, "sector" and "system"
* Sector tab can be viewed while inside a star system
* Max zoom in sector tab is set to always be enough to fit full map on screen
* Zooming now centers on cursor
* Holding shift while zooming zooms faster
* Double-clicking tab (or shortcut) instantly centers and zooms out to maximum
* Star and planet names are now laid out to reduce overlap
* Added set of filters/configuration options for maps
* "Starscape" mode - a "real space" view of the sector
* Toggle star/constellation names on/off
* Show fuel range visually
* Show what you've explored
* Show inhabited star systems
* Clicking on map icon presents a context menu; can lay in a course, view planet info, or switch to system map depending on what's clicked
* Added controls to quickly switch back and forth between planet info (in intel tab) and map
* Added new map to planet intel tab; allows for quicker selection of data for known star systems
* Replaced intel tab map where events are displayed with new map
* Reworked minimap that shows a star's relative location to the player (shown in mission list, planet list, etc)
* Now shows star and arrow from player's direction, arrow length depends on distance
* Detailed info (fuel cost to reach, distance, days to reach) on mouseover
* Added new ability: "Sustained Burn"
* Increases maximum burn by 10
* Reduces acceleration and sensor range, increases range at which fleet is detected
* Activation results in fleet slowing down and stopping before sustained drive mode is engaged
* Intended for long-range travel while creating a vulnerability if hostile fleets are around
* Added new ability: "Scavenge"
* Recover supplies, weapons, and other valuables from debris fields
* Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
* Battles leave behind short-duration debris fields that can be scavenged
* Exploration
* Can find and salvage derelicts from the various stages of the Sector's history
* Salvage:
* Entities have a "salvage rating" that determines whether you can salvage them w/ current skill
* If not, can be demolished for a smaller reward
* REDACTED
* Planet surveying
* Enter star system to find out what planets are in it
* Perform a preliminary (free) survey to assess planet's hazard rating and full survey cost
* Perform full survey (using heavy machinery, crew, and supplies) to uncover planetary conditions such as ore deposits and ruins
* New intel sub-tab to keep track of planets
* Revamped economy simulation - better results, faster updates, better performance
* Revamped market info screen for better readability
* Can now avoid solar flares/corona by hiding behind planets
* Venture, Shepherd, Apogee: added built-in "Surveying Equipment" hullmod
* Construction Rig:
* Renamed "Salvage Rig"; hullmod is "Salvage Gantry"
* Increases base salvage from derelicts by 25% up to a fleetwide maximum equal to the salvage rating
* Increases post-battle salvage by up to 10% based on the portion of the battle the Salvage Rig spent deployed
* Odyssey, Conquest: increased burn level by 1
* Added "X ordnance points left" indicator to ships in fleet view for unspent OP
* Added campaign radar
* Added visual ping for new sensor contacts in main view
* Luddic Path Brawler: replaced damper field with ammo feeder
* Hullmods can now be acquired from a "Modspec" item
* Dropped by enemies
* Found as salvage
* Bought on markets
* Added music for the Sindrian Diktat
* Added market music for Tri-Tachyon
* Changed "suspend repairs" key to "D"
* Changed when ships have a chance to suffer an accident
* Was: 0% CR and not mothballed
* Now: less than 10% CR, not mothballed, and repairs suspended or fleet out of supplies
* Heavy Mauler, Hypervelocity Driver: now tier 3 (were tier 2)

Combat

* Orbital station combat mechanics; content using these TBD/REDACTED
* Venting now stops weapons from reloading/recharging for two seconds; will resume if still venting after the time elapses
* Renamed "Search & Destroy" to "Full Assault!"
* Ordering a full assault will make ships much more aggressive
* Useful for pursuit and cleanup
* Pressing the button again toggles this off (and uses a command point)
* Changed Intercept assignment
* Now named "Eliminate"
* Ships assigned to it will behave more aggressively
* Added new officer personality: "Reckless"
* A more aggressive version of aggressive; always behaves as if "search & destroy" was on
* Weapons will not reload for the first two seconds of venting or being overloaded
* Added cruiser-sized carrier - Mora-class, low tech
* Weapons
* Added "Hammer Barrage" large missile weapon
* Added "Devastator Cannon" large ballistic weapon
* Added "Heavy Mortar" medium ballistic weapon
* Thumper: now fires 1-second burst of 20 shots (100 frag damage each), 3 second delay between bursts
* LRPD Laser: increased turn speed to match PD Laser
* Atropos torpedo: damage reduced to 1250 (from 2000), speed reduced to 400 (from 500)
* OP cost reduced to 4 (dual) and 2 (single)
* Squall MRLS:
* Changed AI to two-stage approach (first stage aims, second stage burns forward)
* Changed engine and explosion color to be more white for consistency w/ kinetic damage
* Increased turn rate
* Reduced hitpoints
* Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
* Hullmods
* Auxiliary Thrusters now available at game start; reduced OP cost for capitals to 25(from 30)
* Unstable Injector
* Removed acceleration bonus and engine damage penalty
* Now reduces weapon range by 25%
* Reduced OP cost
* Augmented Engines
* Removed in-combat speed bonus
* Reduced cost
* Renamed to "Augmented Drive Field"
* Dedicated Targeting Core: reduced cost
* Integrated Targeting Unit:
* Reduced cost to match DTC
* Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
* Added status indicator for when peak performance time is not going down due to nearby enemy presence being too weak
* Significant performance improvements
* The missiles fired by certain anti-fighter missile weapons (Swarmer, Locust, etc) will change targets to closer fighters so that they can be used effectively vs a fighter swarm, hitting multiple targets
* Ships can now break apart (and become "destroyed") when disabled
* Destroyed ships can't be boarded post-battle
* Raised base boarding chance to compensate
* Salvage from destroyed ships is now the same as for disabled ships
* Pieces of debris can be shot at and broken apart further
* Armor value for damage reduction no longer goes below 5% of base armor value
* Fighters:
* Now mounted on carriers as "weapons", costing OP
* New combat control to order fighters to "regroup" or "engage"
* Bound to Z by default, "view target" moved to T
* Complete rebalance of fighter stats, carriers
* Reduced peak time for carriers a bit
* Fighter balance overhaul; 2 new fighter types
* EMP ship system energy damage increased to 100 (from 25)
* Omen:
* Increased armor to 125 (from 50)
* Increased maximum flux to 2500 (from 2200)
* Increased shield arc to 360 degrees
* Damper Field: now reduces damage by 67% (was: 75%)
* Accelerated Ammo Feeder: now reduces ballistic flux cost by 50% (was: 30%)
* Hammerhead:
* Ordnance points increased by 5
* Astral: increased armor to 900 (was: 500)
* Shepherd:
* "Borer" drones now handled as built-in fighter wing; stats the same but now 6 instead of 5 and replacements aren't limited
* Ship system is now "Maneuvering Jets"
* Tempest:
* "Terminator" drone now a built-in fighter wing, 1 drone, uses AM blaster
* Ship system is now "Active Flare Launcher"
* Modified to have unlimited uses and slightly improved flare speed
* Aurora:
* Increased speed to 80 (was 70)
* Reduced max flux by 20%
* Reduced deployment cost to 30 (was 35)
* New ship system: "Plasma Jets", short-duration high-effect version of maneuvering jets with a focus on speed rather than maneuverability
* Goal is to make the Aurora fit in with the high-tech approach of "lower weapon range, but able to dictate engagements"
* Heron: reduced top speed to 80 (was 90)
* Ship AI:
* Improved venting logic (able to vent while taking insignificant damage)
* Improved escort AI behavior
* Bombers will try to stay behind carriers while not cleared to engage
* Will now autofire hardpoint weapon groups if they don't have many weapons in them
* Removed the following assignments:
* Fighter Rendezvous
* Strike Base
* Rally Carrier
* Recon
* Strike
* Optimized performance of proximity fuse weapons (e.g. flak)
Miscellaneous

* Contact for procurement mission will no longer initiate comms when player is being sought by patrols
* Fixed visual issue with scrolling area shadows when over bright backgrounds
* Removed crew experience levels
* Base CR for ships is 70%
* Stat improvements start at above 70% (was: 60%)
* Added damage type information to weapon tooltip (i.e. "200% vs armor, 50% vs shields")


Modding

* StarSystemAPI
* void initNonStar() method for locations not centered on a star
* getHyperspaceAnchor() now returns a SectorEntityToken
* CombatEngineAPI
* boolean inFastTimeAdvance()
* Added spawnProjectile() method with an extra parameter for the projectile spec id
* Added applyDamage() method with extra parameter that controls whether it plays a sound
* ShipAPI:
* PersonAPI getCaptain()
* Added SUSPEND_RECOIL weapon render hint, forces recoil sprite to still be rendered but not moved by recoil
* .skill files from mods are now merged with base vanilla skill files. For skill effects, only works for hullmod unlocks.
* ShieldAPI:
* void setCenter(float x, float y)
* FactionAPI:
* String pickRandomShipName()
* ModPlugin:
* void onNewGameAfterProcGen()
* Fixed bug in RelationshipAPI.ensureAtBest/Worst()
* Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
* Added "UNBOARDABLE" ship type hint
* Abilities now defined in abilities.csv instead of abilities.json
* Same basic data, plus cooldown information, icon name, and AI plugin class
* Added "tags" to abilities that govern how abilities interrupt/disable each other
* Example:
* Emergency Burn has tags: burn+, stealth-, sensors-
* Active Sensor Burst has: burn-, stealth-, sensors+
* They're incompatible because they have a pair (two pairs, actually) of opposite tags
* One is disabled while the other one is active
* For toggle abilities, incompatible abilities are simply turned off on activation, but not disabled
* Fixed issue with ship contrails showing from hidden nozzles
* Added HIDE_IN_CODEX ship spreadsheet hint
* newGameCreationEntryPoint, newGameSectorProcGen plugins: new instance created on every new game, so can store data in data members if needed
* Added "short" field to hull_mods.json, used for description in skill tooltip
Bugfixing

* Fixed bug where it was possible for another dialog to open after exiting a campaign game
* Fixed bug where ships with certain systems (i.e. flare launcher) would never be picked for combat assignments
* Fixed bug where mothballed ships could suffer from an accident if other ships in the fleet were at 0% CR
* Fixed bug where a patrol could do transponder-on cargo scan right after a transponder-off one
* Fixed bug where a patrol far from their home market would care about your transponder status if you interacted with them
* Fixed issue with fleet state after attempting to use a jump point but being moved away from it before being able to jump
* Fixed bug where it was occasionally possible for a retreating phase ship to leave the entire battle running in slow-time
* Fixed minor collision detection bug when checking whether exact bounds contain a point
* Fixed ship AI issue where heavier (by internal mass value) frigates would not try to avoid collisions with lighter ones
* Fixed issue where using "Fast Missile Racks" immediately after firing some types of missiles
* Trying to activate an out-of-ammo shipsystem will no longer turn off the zero-flux speed boost
* Fixed bug with phase ships not properly considering the incoming DPS from fast-firing weapons

Alex:
A few notes:

1) This doesn't mean the release is imminent, though naturally it's getting fairly close. There are a few things to work through before then - one or two I'd probably call big features, a lot of content creation, and a good amount of playtesting. And a few modability improvements.

2) These notes are not as thorough as usual, especially in the "Modding" section. The other sections, basically just assume they're missing a lot of minor stuff.

Grievous69:
I'm so moist right now :D

Soren:
*Finishes reading post*

*rolls over, lights a cigarette*

Tartiflette:

--- Quote from: Alex on December 03, 2016, 10:39:52 AM ---1) This doesn't mean the release is imminent, though naturally it's getting fairly close. There are a few things to work through before then - one or two I'd probably call big features, a lot of content creation, and a good amount of playtesting. And a few modability improvements.

--- End quote ---
Given the changes to Hullmods, I would bet one of those "big features" is the still unconfirmed Skill revamp...

Edit: Speaking of readability and overlap, could we have the info card of weapons in markets and inventory appear next to the weapon rather than on top of it?

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