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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 0.8.1a (Released) Patch Notes  (Read 276569 times)

Alex

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #15 on: May 24, 2017, 02:22:15 PM »

Will not focus their fighters on the target?  That seems backwards...

Typo, was meant to read "now" instead of "not". They didn't before.


Was the permanent war issue fixed?

Looking into it at the moment; the notes aren't the full entirety of the changes - there are still a few things I'd like to wrap up/work in.

Re: Odyssey - I might bring it down by 10-20 speed, will see. Going to do a bit more playtesting here :)

Any plans to make the Combat skill tree more appealing? As it stands, the other three seem to be outshining it pretty hard. Everyone I have spoken to says they don't use any Combat skills.

Not at the moment, no. I'd like to see how it shakes out later on; personally I think it's getting overlooked a bit right now because the new stuff is shiny while combat got a nerf. It's still quite good, though - I've played through with a combat character - so I think things may swing back in its direction a bit. Not entirely opposed to buffing it some, though.


* ...Come to think of it, Alex, how is "Fighter Strike" different from "Engage"?  Edit: Oh, re-read the notes; fighter strike lets the carrier do whatever strikes its fancy as long as it stays more or less in fighter range of the target.  Presumably engage makes it want to fight -that- target, though not as overridingly so as an eliminate would.  I think?

Right, exactly.


... but TT Brawler, I think, doesn't actually benefit from plasma jets (unless you want to make dedicated EMP boat).
Damper Field...

It just goes with the high-tech mobility theme in general, and it needs some mobility help with its main guns being energy.
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ANGRYABOUTELVES

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #16 on: May 24, 2017, 02:37:55 PM »

The Odyssey has been hot garbage for a while, so I look forward to it maybe being good now.
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SCC

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #17 on: May 24, 2017, 03:00:14 PM »

It just goes with the high-tech mobility theme in general, and it needs some mobility help with its main guns being energy.
What exactly stopped you from including plasma jets in it in 0.8? It even has additional engines already.
After some testing... It'd probably make a fun (but not efficient) frigate, good pursuiter, good EMP dealer, but I wouldn't trust AI with it ever. Unless it gets some flux buffs it'll struggle a lot. Right now I have problems with coming with a workable loadout that isn't EMP bomber, AM blaster bomber or beamspam. Or one that doesn't rely on allies.
Along the way I've discovered that AI repeatedly underestimates ship with AM blasters only by lowering its shields in or barely outside range and NOT rising them when shot comes. It happened only on a lasher, though, so it might have been a specific issue of lasher thinking it's speed will save him, but it doesn't.

BillyRueben

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #18 on: May 24, 2017, 03:07:12 PM »

  • Person bounties:
    • ...
Any chance we could get the fleet composition of those bounties mixed up a bit? It can be kind of tiresome to get a good rep with a faction and be stuck fighting the same fleet types over and over for an entire playthrough.[/list]
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Hussar

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #19 on: May 24, 2017, 03:12:09 PM »

Just few thoughts upon reading :)
In general 90% positive about these :)
Spoiler
Quote
Autofit now attempts to recreate weapon groups used by the target variant instead of autogenerating them
At last hurray! :D
Quote
Officers:
If already have a carrier skill: guaranteed a carrier skill pick on every level-up, if any left
Otherwise: guaranteed a non-carrier skill pick on every level-up
This though is a little confusing in sound. Does it mean that the only way to get carrier officers will be on a recruitment? Aka if he has a carrier skill then the old remains, if not - he won't get a carrier skill choice ever? Well, this is a bit clumsy way to solve the problem in my opinion but as long as I won't have to throw officers away in the end it's fine. I think though that we should be able to just bring up officer list and toggle an option on/off for carrier skills to appear for that particular officer during the level-up (so it would be possible to pick just 1 carrier skill if someone do desires, for example for an ship with one hangar bay that't not a carrier but benefits greatly from the added escort/support wing).

Quote
Added Colossus Mk.II and Mk.III
I'm not sure my body is ready :O

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Scavenger fleets that turn pirate now have low reputation impact, i.e. fighting them will not turn you insta-hostile w/ either the independents or the pirates
+
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Person bounties:
Improved bounty description - mentions flagship, fleet size, and noteworthy commander qualities
Bounty fleet commanders may get fleetwide skills (electronic warfare etc)
Technically-expired bounties will not end while player is in the same system as target
"Mission-important" flag on fleet will be cleared if fleet remains after flagship is taken out
Sounds like really good and needed changes :)

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Food shortage events will now increase food prices properly (wasn't working right before)
Ha! I knew i was right :) But what about the rest of the economy?

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Transverse Jump: fleet stops and charges for 3 seconds before executing the jump, can be attacked
It won't make it any less a god-ability - but it's good to see change like this in my opinion. That hovever - if attacked - what happens after battle? Will fleet be able to do a transverse jump upon victory or successful disengage? If victorious, will we be scavenging and then making the jump?

.
Quote
Front Shield Generator
Reduces top speed by 25%
Changed to tier 0, lower price, carried by all major factions
...huh? We talk about installing shield on a unshielded vessel yes? Okay... Taking that most of them had medicore speeds to begin with... Huh. -25% to top speed sounds to be over the top to me. -15% or -10% I think would play out better. It would have an impact but wouldn't make those ships insanely sluggish.

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Damper Field: damage reduction down to 50% (from 67%), charge regen rate halved (1 per 20 seconds)
Nice it gets reduced but having to deal with it more often? Uh. Can get annoying...

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Ship AI
Will now close in a little more on enemies it's winning the flux war against
Not so sure, I already had experienced lot of problems with non-assault type carriers rubbing their omni's into enemy's faces. So... yeah.

.
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Fixed issue with carriers getting over-aggressive sometimes when given an assignment (such as "assault" or "defend")
And the above mentioned was happening without orders like these. So (double) yeah.

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Fixed issue w/ ships not closing in effectively on very distant enemies sometimes and wandering instead
This sounds really good.

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Miscellaneous
Game now comes with 64-bit Java 7 (7u79)
Hooray!

.
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Fixed issue with amount of collision damage applied to stations
I sense that Tartifflete posting that vid with monitor shieldbashing the station has been noticed  ;D
[close]
« Last Edit: May 24, 2017, 03:15:17 PM by Hussar »
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SCC

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #20 on: May 24, 2017, 03:18:34 PM »

Quote
This though is a little confusing in sound. Does it mean that the only way to get carrier officers will be on a recruitment? Aka if he has a carrier skill then the old remains, if not - he won't get a carrier skill choice ever? Well, this is a bit clumsy way to solve the problem in my opinion but as long as I won't have to throw officers away in the end it's fine. I think though that we should be able to just bring up officer list and toggle an option on/off for carrier skills to appear for that particular officer during the level-up.
No, this means that officers probably start mostly with combat skills and if they have only combat skills, they'll always be able to choose a combat skill, however, sometimes they'll get 1 carrier option.
If officers have at least 1 carrier skill, then you'll get (at least?) 1 carrier skill to pick.

Midnight Kitsune

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #21 on: May 24, 2017, 03:26:38 PM »

Hey Alex, did you by chance add in the third skill choice for officers by any chance?
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Sy

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #22 on: May 24, 2017, 03:32:20 PM »

Quote
Damper Field: damage reduction down to 50% (from 67%), charge regen rate halved (1 per 20 seconds)
Nice it gets reduced but having to deal with it more often? Uh. Can get annoying...
charge regen is halved, not cooldown. currently it gets 1 charge every 10 sec.
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RickyRio

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #23 on: May 24, 2017, 03:34:12 PM »

  • Colossus freighter now properly has the "civgrade" hullmod

NOOOOOOOOO

I was enjoying having a hauler without the civilian hullmod sensor strength/profile penalty!

Could we pretty pretty please get some sort of military cargo and tanker ship? I don't mind investing more heavily in them to get the benefit but I feel it is very much an area where the sector military fleets lack.
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Gothars

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #24 on: May 24, 2017, 03:38:12 PM »

Front Shield Generator
Reduces top speed by 25%
Changed to tier 0, lower price, carried by all major factions

So... you think now'd be a good time to start lobbying for a speed increase for the Hound?  ;D


Oh BTW, do the PD drones on the Prometheus stay? Seem strange to leave one remnant of the old system.



No, this means that officers probably start mostly with combat skills and if they have only combat skills, they'll always be able to choose a combat skill, however, sometimes they'll get 1 carrier option.
If officers have at least 1 carrier skill, then you'll get (at least?) 1 carrier skill to pick.

Yeah. In practice the only effect is that carrier officers have an easy time picking up all the carrier skills.



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Sy

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #25 on: May 24, 2017, 03:39:43 PM »

NOOOOOOOOO

I was enjoying having a hauler without the civilian hullmod sensor strength/profile penalty!

Could we pretty pretty please get some sort of military cargo and tanker ship? I don't mind investing more heavily in them to get the benefit but I feel it is very much an area where the sector military fleets lack.
i feel the same! :(
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Alex

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Re: Starsector 0.8.1a (In Development) Patch Notes
« Reply #26 on: May 24, 2017, 03:42:40 PM »

    What exactly stopped you from including plasma jets in it in 0.8? It even has additional engines already.

    It's had those since forever - its original, way-back system was maneuvering jets. I don't think plasma jets existed at the point in the dev cycle that we added the TT Brawler.

    Any chance we could get the fleet composition of those bounties mixed up a bit? It can be kind of tiresome to get a good rep with a faction and be stuck fighting the same fleet types over and over for an entire playthrough.[/list]

    Oh, right, I remember that thread. Yeah, let me remove the increased probability based on having high relationship with a faction.

    Hey Alex, did you by chance add in the third skill choice for officers by any chance?

    Negative. By chance :)

    (I'd like to keep officers at least somewhat random.)

    Could we pretty pretty please get some sort of military cargo and tanker ship? I don't mind investing more heavily in them to get the benefit but I feel it is very much an area where the sector military fleets lack.

    Put insulated engines on it, and you're good to go. Sensor strength on it probably won't matter much if you've got enough ships.

    Ha! I knew i was right :) But what about the rest of the economy?

    Not touching that for .1, that'd be silly :)


    It won't make it any less a god-ability - but it's good to see change like this in my opinion. That hovever - if attacked - what happens after battle? Will fleet be able to do a transverse jump upon victory or successful disengage? If victorious, will we be scavenging and then making the jump?

    It's interrupted if there were hostilities.

    I sense that Tartifflete posting that vid with monitor shieldbashing the station has been noticed  ;D

    Indeed.
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    Alex

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    Re: Starsector 0.8.1a (In Development) Patch Notes
    « Reply #27 on: May 24, 2017, 03:43:47 PM »

    So... you think now'd be a good time to start lobbying for a speed increase for the Hound?  ;D

    It's always a good time to lobby for the Hound.

    Oh BTW, do the PD drones on the Prometheus stay? Seem strange to leave one remnant of the old system.

    They do but yeah, it's very much a holdover. Let's call it a "charming idiosyncrasy", maybe?
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    Megas

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    Re: Starsector 0.8.1a (In Development) Patch Notes
    « Reply #28 on: May 24, 2017, 03:52:29 PM »

    The changes to LR PD laser seem promising.  The 100 flux cost was killer, and I used LR PD Laser mostly as a poor-man's Tac Laser.

    Odyssey getting 90 speed seems overkill, more than current Heron, although Heron can use HVD and Odyssey cannot.  But since Odyssey will get two fighter bays, it can afford to use fighters as auxiliary kinetic guns and use beams for range.  Tachyon Lance is great, if the attacker has some way to put hard flux on shields.

    Pity with changes to Damper Field.  Looks like Centurion and Brawler will be even worse.  (Brawler was not that great to begin with.)

    Pity that all high-level bounties will not feature pirates.  It was nice seeing obvious pirate high-level fleets, even if they were a bit too common.

    Question:  Is there a size limit for new Remnant fleets as they get bigger, or will it cap like other factions?  In other words, a single fleet will not grow much beyond thirty ships, will it?

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    Alex

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    Re: Starsector 0.8.1a (In Development) Patch Notes
    « Reply #29 on: May 24, 2017, 03:58:27 PM »

    Pity that all high-level bounties will not feature pirates.  It was nice seeing obvious pirate high-level fleets, even if they were a bit too common.

    Hmm, you know what, let me add a small-ish chance to get pirate bounties at high level also, just for the sake of variety. Before it was 50%, which was a bit much. Changed it to 25%.

    Question:  Is there a size limit for new Remnant fleets as they get bigger, or will it cap like other factions?  In other words, a single fleet will not grow much beyond thirty ships, will it?

    It's limited, yeah.
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