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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 639128 times)

Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #675 on: April 18, 2017, 03:20:30 PM »

Is Salvage Gantry unique to the Shepherd? What other ships have it?
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Inventor Raccoon

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #676 on: April 18, 2017, 03:22:12 PM »

Is Salvage Gantry unique to the Shepherd? What other ships have it?
The Construction Rig (or Salvage Rig as it's now know as) has it instead of the Repair Gantry.
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Abradolf Lincler

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #677 on: April 18, 2017, 06:48:55 PM »

Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?

It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.

But it's not as good of a combat flagship anymore, damn, that was my baby...
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Midnight Kitsune

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #678 on: April 18, 2017, 07:18:16 PM »

Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?

It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.

But it's not as good of a combat flagship anymore, damn, that was my baby...
It was OP as all hell, especially with the out of combat boosts and the range boosting drones
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Abradolf Lincler

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #679 on: April 18, 2017, 09:03:20 PM »

Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?


It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.

But it's not as good of a combat flagship anymore, damn, that was my baby...
It was OP as all hell, especially with the out of combat boosts and the range boosting drones

It was not OP, it was peeeeerrrrrrffffeeeeccccttttt
« Last Edit: April 19, 2017, 02:30:03 PM by Abradolf Lincler »
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #680 on: April 19, 2017, 08:46:47 AM »

regarding the new starting options, and the talks about early-game difficulty, how about including Reinforced Bulkheads in the default loadouts of the starting ships, or at least of the Kite/Shepherd wingmen? that could make 'losing' one of your ships in battle a lot less frustrating (assuming you still win the battle, at least).

even if an allied ship gets a d-mod each time it's recovered, and the cost of the supplies and weapons needed to get it back into fighting shape might be about as much as buying an entirely new ship, i think it could be quite helpful for new players who are still learning on how and where to get new stuff. and it might also simply feel less painful to suffer a loss in combat, that way.
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #681 on: April 19, 2017, 09:57:02 AM »

The officer on the Kite has Damage Control 1 which does the same thing, although I have to imagine a scenario where you survive and the Kite doesn't is going to be quite rare.
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #682 on: April 19, 2017, 10:05:50 AM »

oki. what about the Shepherd getting caught while you're away from it, doing your own thing? i imagine it doesn't take much to overwhelm a lone Shepherd, if the AI goes after it.

could also just be a good way to let new players see "hey, this hullmod exists, maybe you wanna use it". ^^
« Last Edit: April 19, 2017, 10:07:42 AM by Sy »
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #683 on: April 19, 2017, 10:20:16 AM »

Just checked - yep, the Shepherd does have reinforced bulkheads. Apparently I was thinking along similar lines while kitting those out.
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Gothars

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #684 on: April 19, 2017, 12:42:06 PM »

Will the missions be adapted to the new gameplay elements at all? I imagine every one with fighters in it is (or was) not functional anymore. Will you also re-balance them, or leave that for later?
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #685 on: April 19, 2017, 12:44:17 PM »

They've been rebalanced, yeah.
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Gothars

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #686 on: April 19, 2017, 12:47:55 PM »

 :)

Missions are still among my favorite thing to do in Starsector.
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #687 on: April 19, 2017, 01:06:13 PM »

Speaking of fighters, will there be more default loadouts of carriers since fighters are now treated as weapons?  Strike, Support, Assault, etc.
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #688 on: April 19, 2017, 01:28:04 PM »

Yep. Named exactly that, even.
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CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #689 on: April 19, 2017, 01:54:36 PM »

Nice, looking forward to more interesting AI fleet fighter loadouts. :)

Another side note if you missed it:
https://twitter.com/amosolov/status/854780709654982657

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« Last Edit: April 19, 2017, 01:57:47 PM by The Soldier »
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
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