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News: New blog post: A True and Accurate History of the Persean Sector (8/16/17); Starsector 0.8.1a is out!
 
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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 137591 times)
Grievous69
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« Reply #255 on: January 13, 2017, 10:25:12 AM »

We still have one more blog post ahead of us so it's probably months (maybe just one if we're lucky).
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Gothars
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« Reply #256 on: January 13, 2017, 10:28:41 AM »

Supposedly there is one outstanding blog post about one more feature. After that, probably "just" getting ready for release.

But since we're at the release date guessing game again, I'll lock the thread for now.
« Last Edit: February 04, 2017, 03:02:40 AM by Gothars » Logged

Alex
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« Reply #257 on: March 23, 2017, 03:07:40 PM »

Updated!

Last major set of changes before the release, but still a few things left. Mainly: a new starting star system (or at least a very close look at doing that), some modding API enhancements (for which I've got a list and will cherry-pick some things from), and of course some more playtesting and polish.
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arcibalde
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« Reply #258 on: March 23, 2017, 03:21:18 PM »

I knew it  Grin (that something would change when i hit that refresh button Tongue)

edit: We can eject crew in cargo pods... Why?  Smiley
« Last Edit: March 23, 2017, 03:32:28 PM by arcibalde » Logged

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« Reply #259 on: March 23, 2017, 03:29:01 PM »

The hype hurts, Alex! This all sounds so good. Pleased to see some unexpected new ships too, how big is the low-tech carrier? Shocked
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« Reply #260 on: March 23, 2017, 03:32:37 PM »

Damn it Alex, i was supposed to go to sleep early today! A bit too sleepy to read all of this in details, but from what i'm seeing, this all sounds pretty good. I'll look into it a bit thoroughly tomorrow.

By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
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« Reply #261 on: March 23, 2017, 03:34:49 PM »

Two questions on the skill revamp:
1) If there are duplicate boosts in the same skill, do they stack or merge? (IE if my mod had a +10% OP at level three computer systems and so did vanilla, would the boost be 10% or 20%?
2) Can Aptitudes still get boosts in mods? Or are they forever empty?

Quote
new starting star system
Oh boy! Is it called Tutorion by any chance? Is this the start of the tutorial rework?

Edit: Also, how are fuel prices and drops now that space is MUCH bigger?
« Last Edit: March 23, 2017, 03:38:21 PM by Midnight Kitsune » Logged

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« Reply #262 on: March 23, 2017, 03:39:59 PM »

Quote
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
So can you stick multiples of this on, or is it supposed to be a tiny bonus?

Damn it Alex, i was supposed to go to sleep early today! A bit too sleepy to read all of this in details, but from what i'm seeing, this all sounds pretty good. I'll look into it a bit thoroughly tomorrow.

By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
It says "Overall: low dps, very high per-shot damage, very low flux cost", so I assume it's a straight nerf.
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Midnight Kitsune
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« Reply #263 on: March 23, 2017, 03:42:43 PM »

Quote
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
So can you stick multiples of this on, or is it supposed to be a tiny bonus?

Damn it Alex, i was supposed to go to sleep early today! A bit too sleepy to read all of this in details, but from what i'm seeing, this all sounds pretty good. I'll look into it a bit thoroughly tomorrow.

By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
It says "Overall: low dps, very high per-shot damage, very low flux cost", so I assume it's a straight nerf.
Pretty sure it is supposed to be a tiny bonus
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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!
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!
xenoargh
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« Reply #264 on: March 23, 2017, 03:49:31 PM »

Quote
Apogee: replaced ship system with Active Flair Launcher
Bring it!


This changelog is fricking awesome, btw.  Can't wait to take it for a spin!
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Alex
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« Reply #265 on: March 23, 2017, 03:50:49 PM »

I knew it  Grin (that something would change when i hit that refresh button Tongue)

Cheesy

edit: We can eject crew in cargo pods... Why?  Smiley

Sometimes you need to - let's say you've made some bad decisions or had a run of bad luck on a salvage expedition. You're out of fuel, and no-one's answering your distress call. You put some crew in cryosleep in cargo pods, stabilize the pods' orbit so you can find them later, and scuttle some ships. Extracting antimatter from their reactors provides some improvised fuel - enough to limp back to safety, and then eventually return for your crew.


The hype hurts, Alex! This all sounds so good. Pleased to see some unexpected new ships too, how big is the low-tech carrier? Shocked

Oh, right, that's not mentioned, is it? It's capital-sized, with 4 fighter bays.



By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.

More or less. I think it was too good before for the OP cost; rather than raise the OP cost, decided to make it into a specialist weapon. The overall flux/second is very low - especially due to the rate of fire reduction - so I think it remains a relevant choice. (Btw: kind of enjoying the new visuals for it. Can't miss seeing it firing at you now, and makes it feel just that much more powerful.)



Two questions on the skill revamp:
1) If there are duplicate boosts in the same skill, do they stack or merge? (IE if my mod had a +10% OP at level three computer systems and so did vanilla, would the boost be 10% or 20%?

Stack, but how they do is up to the mod. Generally speaking, the idea is that increases should be additive, while reductions should be multiplicative, to avoid stats getting out of hand.

For example, +50% and +50% should give +100%, while -50% and -50% should reduce the value by 3/4ths.

2) Can Aptitudes still get boosts in mods? Or are they forever empty?

They can.

Oh boy! Is it called Tutorion by any chance? Is this the start of the tutorial rework?

Undecided (Yes, but not 100% committing to it. Which is to say I have every intention of doing it, but we'll see how time-consuming it ends up being.)

Edit: Also, how are fuel prices and drops now that space is MUCH bigger?

In playtesting so far - pretty good, I think? Will take some more tuning for sure (both between now and the release, and naturally also *after* the release based on feedback) but in general there's a *lot* of stuff to find. And, a lot of it results in you getting free stuff.


Quote
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
So can you stick multiples of this on, or is it supposed to be a tiny bonus?

Just one, like all the other hullmods. It's 30% of what you get from maxed vents/capacitors, so I wouldn't call it tiny. It's not huge, but it's quite significant.

Quote
Apogee: replaced ship system with Active Flair Launcher
Bring it!

... crap.

This changelog is fricking awesome, btw.  Can't wait to take it for a spin!

Smiley !!! Can't wait to get it out there.
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Midnight Kitsune
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« Reply #266 on: March 23, 2017, 04:02:47 PM »

Another question (sorry): Do hull mods need any changes to add into .8? If so, then what? Code? Art? I know they can be found in the wild
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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!
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!
Alex
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« Reply #267 on: March 23, 2017, 04:13:25 PM »

Another question (sorry): Do hull mods need any changes to add into .8? If so, then what? Code? Art? I know they can be found in the wild

The cargo icon for hullmods is a composite of a base icon and the hullmod's icon, so no new art is required.

As far as adding them to the campaign, the .faction files have a section for hullmods the faction may sell. Modspecs will also occasionally drop from ships with those hullmods mounted.


P.S. Questions are totally welcome and in fact encouraged Smiley
« Last Edit: March 23, 2017, 04:15:58 PM by Alex » Logged
ANGRYABOUTELVES
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« Reply #268 on: March 23, 2017, 04:21:21 PM »

P.S. Questions are totally welcome and in fact encouraged Smiley
What da zog is a Phase Charge Launcher? Is it a weapon that fires missiles/mines which can hit phased ships?
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Alex
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« Reply #269 on: March 23, 2017, 04:23:02 PM »

What da zog is a Phase Charge Launcher? Is it a weapon that fires missiles/mines which can hit phased ships?

Ohh, I meant the "proximity charge launcher". Used to be named "phase charge launcher" a while back.
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