Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Pages: 1 [2] 3 4 ... 117

Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 404268 times)

Chronosfear

  • Commander
  • ***
  • Posts: 200
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #15 on: December 03, 2016, 12:06:24 PM »

its happening  ...
maybe a Christmas present  ;D ;D
But honestly, I don´t think so :)

cant wait to try out those changes to fighters
and fly the aurora and tempest.
Hammerhead will be even more cool now i think :)
Logged
Be the change that you wish to see in the world.
My words are backed with nuclear weapons (Civ)
Gandhi

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 15361
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #16 on: December 03, 2016, 12:20:46 PM »

What exactly does the tier increase for HM and HVD mean? Does that relate to when you can unlock them via commission? Also, wow, a lot of new ballistic weapons—is the Devastator that flak looking weapon you teased months ago?

Yes and yes :)

Was hoping you'd reveal a brief bit about the new hulls other than the Mora, but, there is always next iteration of them notes.

Ahh, sorry - most of those are REDACTED.


Logged

torbes

  • Ensign
  • *
  • Posts: 14
    • View Profile
    • Email
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #17 on: December 03, 2016, 12:22:36 PM »

Logged

Techhead

  • Commander
  • ***
  • Posts: 184
    • View Profile
    • Email
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #18 on: December 03, 2016, 12:44:01 PM »

Quote
Base CR for ships is 70%
Should we expect Combat Aptitude to add 3% per level then? Or are other skill changes incoming?

Quote
Increases post-battle salvage by up to 10% based on the portion of the battle the Salvage Rig spent deployed
My gut reaction is this seems small, seeing as you're burning supplies dragging it out there, and additional supplies to deploy it, and you're likely needing escorts to keep it safe.

Quote
Weapons will not reload for the first two seconds of venting or being overloaded
I like the change, but my gut says 2 secs is slightly on the high side.

Quote
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"
It seems they no longer give overlapping bonuses. Will we now be able to get both on one ship?

Quote
Integrated Targeting Unit:
Reduced cost to match DTC
Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
I thought that Integrated Targeting Unit was strong before, but it feels like even more of a must-have for capitals now.

Everything else, I feel like I'm gonna have to play to see! I'm looking forward to it! ;D
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 15361
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #19 on: December 03, 2016, 12:48:26 PM »

Should we expect Combat Aptitude to add 3% per level then? Or are other skill changes incoming?

More on that... later :)

My gut reaction is this seems small, seeing as you're burning supplies dragging it out there, and additional supplies to deploy it, and you're likely needing escorts to keep it safe.

Yeah, I'm not sure this will stay in actually. It has some other problems - it's either always worth it to deploy the rig, or always not, depending on the battle size.


I like the change, but my gut says 2 secs is slightly on the high side.

We'll see, I guess. Open to tweaking it as needed, but want to make sure it's not inconsequential in the first iteration.


It seems they no longer give overlapping bonuses. Will we now be able to get both on one ship?

Yes!

I thought that Integrated Targeting Unit was strong before, but it feels like even more of a must-have for capitals now.

It basically is, yes, and combat is designed/balanced around that. However, there's still an option for a specialized build without it.

Everything else, I feel like I'm gonna have to play to see! I'm looking forward to it! ;D

:D
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2642
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #20 on: December 03, 2016, 01:22:52 PM »

Of course the patch notes drop when I'm sleeping... >.< *starts spamming F5*
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Dri

  • Admiral
  • *****
  • Posts: 1191
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #21 on: December 03, 2016, 01:35:59 PM »

I can see the benefits of converting some (many?) hullmods to rewards for scavenging and exploring. It'd prevent cases of someone leveling up a skill they don't care for just to get that one really good hullmod. It'd also serve to make scavenging/exploration more compelling and rewarding. Hmm.

Anything more you can share about this or still a big fat :-X for now?
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2642
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #22 on: December 03, 2016, 01:42:08 PM »

I noticed that the Apogee didn't get nerfed while the Aurora kinda did and I'm worried that the AI is just going to waste the Jets at best and get it self killed at worst...
Also, WTB, DISCOVER_FOR_CODEX hint
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Dri

  • Admiral
  • *****
  • Posts: 1191
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #23 on: December 03, 2016, 01:56:21 PM »

Yeah, c'mon. Nothing to bring the Apogee more in line?
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4152
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #24 on: December 03, 2016, 01:58:07 PM »

Cool!

Quote
Hullmods can now be acquired from a "Modspec" item
Dropped by enemies
Found as salvage
Bought on markets

That's awesome, something I wanted for a long time. Wonder what it means for the skill system. If unlockable hullmods are even still part of it, this would make them far less important in choosing a skill branch. I like everything that makes ship building more opportunistic!

Im curious, what's the etymology of "modspec"? Does it come from to spec something with a mod? Seems a bit abstract, I can't picture how it would work from the word.



the Aurora kinda did [get  nerfed ]

I believe with the new system it's supposedly an overall buff.
Logged

Blips

  • Commander
  • ***
  • Posts: 216
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #25 on: December 03, 2016, 01:59:31 PM »

Ooooohhhh boy!
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 15361
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #26 on: December 03, 2016, 02:03:42 PM »

I can see the benefits of converting some (many?) hullmods to rewards for scavenging and exploring. It'd prevent cases of someone leveling up a skill they don't care for just to get that one really good hullmod. It'd also serve to make scavenging/exploration more compelling and rewarding. Hmm.

Yep, both big reasons for the change.

Anything more you can share about this or still a big fat :-X for now?

'fraid so.


I noticed that the Apogee didn't get nerfed while the Aurora kinda did and I'm worried that the AI is just going to waste the Jets at best and get it self killed at worst...

I've still got a TODO item to look at the Apogee and a couple of other balance things.


Im curious, what's the etymology of "modspec"? Does it come from to spec something with a mod? Seems a bit abstract, I can't picture how it would work from the word.

"Hull modification specification".

(Sorry if this comes off a bit rushed, heading out in a few.)
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2642
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #27 on: December 03, 2016, 02:03:47 PM »

the Aurora kinda did [get nerfed ]
I believe with the new system it's supposedly an overall buff.
True it is supposed to be buffed but the loss of the flux cap plus the way the AI uses M Jets and the lack of decent ENERGY weapons (while ballistics gets two more... *grumbles*) tells me that it is gonna get killed even more in the hands of the AI
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Megas

  • Admiral
  • *****
  • Posts: 7458
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #28 on: December 03, 2016, 03:49:17 PM »

With the Unstable Injector changes, it seems only worth using on ships with either long-range ballistics and beams (e.g., Eagle with Mauler+HVD+Tac Lasers) and can afford the range cut or any high-tech that just should use Safety Override because 600 range energy weapons become 450 with Unstable Injector (same as Safety Override).  Energy weapons (aside from beams that are hard countered by shields) have terrible shot range, and aside from the ultra-rare super frigates, low tech equals or beats high-tech.  Seems like a win for low-tech and ballistic focused midline.  High-tech will probably get shafted (be slow or use knives instead of guns), except Hyperion and maybe Scarab (and maybe Paragon if it has that builtin mini-station targeting hullmod).

It is nice Hammerhead will get a little more OP, plus ammo feeder not so suicidal.  Since ships that have ammo feeder have poor flux stats, 30% was not enough, if the weapons were not flux efficient LMGs or Mortars.

Also nice that battlecruisers will become battlecruisers, not just simply remain as inferior battleships.

I like that hullmods may be accessible aside from skills.  Never liked Applied Physics, but I sometimes took it at endgame just to get Advanced Optics and make Phase Lance viable.  It is useless with 600 range since Pulse Laser and Heavy Blaster can hit for hard flux but Phase Lance cannot, and Phase Lance needs the extra range to have a point.
Logged

Megas

  • Admiral
  • *****
  • Posts: 7458
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #29 on: December 03, 2016, 03:55:47 PM »

Quote
Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
This looks like it can harm Annihilators.  They flame out early then drift a long time.
Logged
Pages: 1 [2] 3 4 ... 117