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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 0.8a (Released) Patch Notes  (Read 639194 times)

Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #255 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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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #256 on: March 23, 2017, 03:21:18 PM »

I knew it  ;D (that something would change when i hit that refresh button :P)

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

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #257 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? :o
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HELMUT

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #258 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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Midnight Kitsune

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #259 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 »
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ANGRYABOUTELVES

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #260 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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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #261 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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xenoargh

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #262 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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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #263 on: March 23, 2017, 03:50:49 PM »

I knew it  ;D (that something would change when i hit that refresh button :P)

:D

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

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? :o

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?

:-\ (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!

:) !!! Can't wait to get it out there.
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Midnight Kitsune

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #264 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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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #265 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 :)
« Last Edit: March 23, 2017, 04:15:58 PM by Alex »
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ANGRYABOUTELVES

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #266 on: March 23, 2017, 04:21:21 PM »

P.S. Questions are totally welcome and in fact encouraged :)
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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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #267 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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Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #268 on: March 23, 2017, 04:23:49 PM »

I guess I can't trust the wiki, currently it says the flux/s is 533 on the Mjolnir Cannon and 550 on the Hellbore... ???

Really glad to see some new ship hulls (especially a new capital ship) even though they are just carriers, maybe I will try piloting one. Any hidden or REDACTED hulls that might make it into this release? :D

The course setting feature seems like it'll be a great addition and should cut down on the amount of times one has to open the map to reorient.

About how valuable are we talking with class 5 planet data? Enough to buy a shiny new destroyer or something?

Anyways, a lot of digest here and super excited that we must really be getting close to release now! I'll surely have a few more questions later on...
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #269 on: March 23, 2017, 04:26:14 PM »

Really glad to see some new ship hulls (especially a new capital ship) even though they are just carriers, maybe I will try piloting one. Any hidden or REDACTED hulls that might make it into this release? :D

It's not just a carrier, it's a battlecarrier.

About how valuable are we talking with class 5 planet data? Enough to buy a shiny new destroyer or something?

Currently? Enough several times over. Might tone that down a bit, though. Then again, we're talking maybe a dozen planets like that in the entire Sector.
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