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

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Author Topic: Starsector 0.8.1a (Released) Patch Notes  (Read 179567 times)

Alex

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #420 on: June 06, 2017, 09:11:58 AM »

After the last hotfix my carriers behave very weirdly.
I have a fleet of 5 Drovers + 1 Astral flagship.

Drovers do not respond to move commands sometimes, they just form a small ball of ships at the warp-in spot and just deny any movement commands. I can see arrows on the tactical screen, but they just turn around, sometimes bumping into each other.
When asked to escort someone they will lend fighters to the cause, but they still won't ever move, so once my Astral surpasses the fighter tether range it's defenceless.
Full Assault? Ha, they still stay at one spot, but they will eradicate anything that dares to fly in 3000 unit zone around them.

So now my main tactics is to stay in one place, form a Mighty Chaotic Ball of fighters-bombers-carriers that I cannot move and wait for enemy to fly blindly into this "trap". Quite annoying.

I can provide a save file if needed.

If you could send me a save - especially in the near future - that would be great.


I started another game, this time in dev mode so I can change money and reputation at will (so I can buy ships, weapons, and hullmods).  While character is still level 1, I noticed bounties are mostly sticking around 50k.  When I played my first game and left Galatia at level 6 or 7, all bounties were hovering around 80k+, before I fought my first one.  How much does character level factor into bounty level?

Player level / 5, rounded down = minimum average bounty level.
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Megas

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #421 on: June 06, 2017, 09:19:42 AM »

Player level / 5, rounded down = minimum average bounty level.
That probably explains why bounties scale too fast.  If I do the tutorial, my character could be about level 10 before I fight my first bounty.  Single-digit levels fly-by very fast after significant fighting.
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zaimoni

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #422 on: June 06, 2017, 09:30:16 AM »

And if you do both pirate-hunting bounties in full (Galatia and Corvus), it is impractical but technically possible to clear CLvl 20 before doing anything else.  [Won't happen without killing sensors w/dev mode, so requires cheating to realize.]
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Alex

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #423 on: June 06, 2017, 10:01:16 AM »

It wouldn't make it go up faster, though, that's just a lower limit. That is, the bounty level still goes up normally from 0 behind the scenes.

Still, probably no reason for level <=10 to affect it, made a tweak.
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Alex

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #424 on: June 06, 2017, 11:19:18 AM »

Alright, one more hotfix is up. Hopefully it's the last one for .1, fingers crossed. Notes in the OP, but basically:


Changes as of June 06, 2017

Tweaked bounty level progression

Bugfixing:
  • Fixed issue with accepting Persean League commission stopping the posting of new bounties
  • Fixed issue with allies retreating at the start of a battle

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Linnis

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #425 on: June 06, 2017, 11:39:24 AM »

Alright, one more hotfix is up. Hopefully it's the last one for .1, fingers crossed. Notes in the OP, but basically:


Changes as of June 06, 2017

Tweaked bounty level progression

Bugfixing:
  • Fixed issue with accepting Persean League commission stopping the posting of new bounties
  • Fixed issue with allies retreating at the start of a battle



YAY!!!
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adimetro00

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #426 on: June 06, 2017, 01:59:03 PM »

Alright, one more hotfix is up. Hopefully it's the last one for .1, fingers crossed. Notes in the OP, but basically:


Changes as of June 06, 2017

Tweaked bounty level progression

Bugfixing:
  • Fixed issue with accepting Persean League commission stopping the posting of new bounties
  • Fixed issue with allies retreating at the start of a battle


Alex finally fixes a thing~
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Megas

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #427 on: June 06, 2017, 02:44:48 PM »

And if you do both pirate-hunting bounties in full (Galatia and Corvus), it is impractical but technically possible to clear CLvl 20 before doing anything else.  [Won't happen without killing sensors w/dev mode, so requires cheating to realize.]
That pirate fleet next to the pirate miner station that we need to sneak by during the tutorial?  It is marked for death once the post-gate bounty goes online.  Maybe other pirate fleets I find along the way too.  As for Corvus, there is almost always something lurking around the pirate planet that used to be Barad before 0.8.
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Creepin

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #428 on: June 06, 2017, 02:54:03 PM »

Is it possible now to set course to a random (empty) point in system map?
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Alex

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #429 on: June 06, 2017, 02:56:56 PM »

Is it possible now to set course to a random (empty) point in system map?

Right-click on empty space; right-click on empty space again to cancel.
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Creepin

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #430 on: June 06, 2017, 02:58:07 PM »

Thank you for the lightning-fast reply! :)
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Megas

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #431 on: June 07, 2017, 11:39:36 AM »

More rambling feedback not worth its own post...

Played around with Conquest.  With more durability, it feels more like a fast battleship than a battlecruiser, especially if it uses Hardened Shields.  It can easily go toe-to-toe with the SIM Onslaught and win (thanks to Onslaught's bad anti-shield configuration).  SIM Conquest is also not too hard to kill.  Paragon is hard unless I give my Conquest Gauss Cannons and pilot it myself.  (AI has some trouble piloting Gauss Conquest well enough.)

Odyssey is weak now.  1.0 shields made it more fragile, and if I use two decent 8 OP fighters on it, Odyssey is OP starved.  Now, if I want to brawl with Odyssey armed with short-ranged weapons, it almost needs two Claw wings to maybe shut down the enemy then smash it fast while enemy is paralyzed.  Otherwise, Odyssey will go down.  Unlike Conquest, Odyssey cannot go toe-to-toe with any other capital.  Odyssey cannot afford to fight fair against enemy capital; it must outrange or paralyze the enemy somehow.

I like the new Fighter Strike command.  Even so, it seems the AI can sometimes hold back some fighters instead of sending all to kill the target.  Main problem with ordering fighter strikes to pick off everyone is it eats a lot of CP, which means I either need to invest in Command & Control and/or install Operations Center hullmod.

I am not sure if having a carrier-based fleet is such a great idea if my ships will just hold on to fighters or have them always escort some ship when I want all fighters to swarm enemies and pick them off one-by-one.  Not sure ordering strikes constantly may work well without me wasting more resources (skill points or hullmod) for the job.  Also, sometimes, it seems carriers can be suicidally stupid (by driving up to enemy ships) if I give them short-range PD weapons (to defend against missiles), and the only way to stop the aberrant behavior is to remove all weapons so they act like proper cowards.  I suppose I could use Timid officers, but then I cannot use that officer in other combat ships, and I must use that officer for that carrier.

I wish there was a long-range medium beam that does better armor and hull damage.  Currently, if I want 1000+ range beam to put in medium mount (to compliment Conquest's Gauss Cannons), Tactical Laser works at least as well as Graviton Beam, and costs less OP.  Conquest with Gauss does not need Graviton for anti-shield, and Ion Beam is unwanted due to flux cost and low damage.  Lately, I wish the classic Phase Beam was back and upgraded to 1000 range.

All the small beam PD (aside from Mining Laser) is useful.  PD Laser for cheap and/or emergency short-range defense.  LR PD for generalist use.  Tactical Laser for long-range assault, and burst PD when you need better PD and can afford the OP cost.
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TaLaR

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #432 on: June 07, 2017, 01:18:40 PM »

Odyssey is weak now.  1.0 shields made it more fragile, and if I use two decent 8 OP fighters on it, Odyssey is OP starved.  Now, if I want to brawl with Odyssey armed with short-ranged weapons, it almost needs two Claw wings to maybe shut down the enemy then smash it fast while enemy is paralyzed.  Otherwise, Odyssey will go down.  Unlike Conquest, Odyssey cannot go toe-to-toe with any other capital.  Odyssey cannot afford to fight fair against enemy capital; it must outrange or paralyze the enemy somehow.

Is it though? It's fast enough to not be killed by Onslaught. And then you just stack 3 HEFed Tachyon Lances until they overwhelm Onslaught's flux rate (+ Tac lasers in small slots, +2 Longbows). Works unskilled vs sim Onslaught. Easy win, and doesn't even take that long.

Sim Conquest's Squalls are annoying, but you can just wait till they run out. Then it's dead.

So the only ship new Odyssey can't solo is Paragon. But who cares? Paragon can't catch anything. In fleet setting Paragon is easy to avoid until it's alone vs your fleet.

Odyssey is strong. It just isn't a Brawler. Soft flux isn't a problem, as long as you produce enough of it, and when you include HEF bonus, Odyssey does exactly that.
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ANGRYABOUTELVES

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #433 on: June 07, 2017, 01:25:50 PM »

The Sim Onslaught doesn't use burn drive to close the distance and has no kinetic weaponry. I really don't think it should be used as a balance measuring stick.
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Sy

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Re: Starsector 0.8.1a (Released) Patch Notes
« Reply #434 on: June 07, 2017, 03:15:18 PM »

you just stack 3 HEFed Tachyon Lances
isn't this exactly what Megas already said? he didn't say that there are zero viable Odyssey builds, but that it basically needs to cheese with out-ranging and out-running enemies, because it can't win against anything (of comparable size) that actually gets a chance to fight back properly.

which might be fine from an "is this ship worth its cost when used correctly" perspective, but runs into the very problems that the removal of Augmented Engines and the significant range penalty of Unstable Injector, as well as nerfs to range and speed skills across the board, were meant to alleviate. personally, while i like Odyssey being fast relative to other capitals, i'm not a fan of giving it near destroyer-level speed at the expense of further reducing its already underwhelming pre-0.8.1 staying power.
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