Fractal Softworks Forum
August 14, 2018, 06:38:08 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: [1] 2 3 ... 13
  Print  
Author Topic: Starsector 0.9a (In-Dev) Patch Notes  (Read 29069 times)
Alex
Administrator
Admiral
*****
Posts: 11733


View Profile
« on: June 01, 2018, 10:52:13 AM »

    Changes as of June 01, 2018

    Campaign
    • Colony building:
      • Player can establish a colony on a planet they've surveyed
      • Requires crew, machinery, and supplies
      • Can change the planet's name, either when colony is established or at any point later on
      • Can build "Industries" and "Structures" (same thing, mechanically) at a colony
      • Some example ones:
        • Mining
        • Farming
        • Spaceport
        • Heavy Industry
        • Orbital stations (of several varieties)
        • Military Base
        • Tech-Mining
        • ... and a number of other ones
      • Some industries can be upgraded, i.e. "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works"
      • Most industries are known from the start, but a few more exotic ones can be learned
      • Can set a "stockpiling level" for a colony to have it build up extra resources the player can take
        • Stockpiling costs credits, but somewhat less than the base cost of the commodities
        • Stockpiles will be used to counter temporary shortages
      • Player colonies have a "local resources" submarket where they can take from, or add to, stockpiles. There's a "storage" submarket for resources that must remain untouched.
      • Player colonies do *not* have an Open Market unless there's a "Commerce" industry
      • Colonies start at size 3; population growth depends on many factors and can be directly invested into
      • Can assign AI cores to manage industries for various, significant benefits
      • A Military Base produces patrols which will defend the colony
      • Can hire Administrators (up to a limit) to manage your colonies
      • Can learn skills that improve the colonies under your control
        • Maximum number under personal control is soft-limited - reduced stability for going beyond
      • Can assign Alpha Cores to manage your colonies, for a massive benefit
      • Establishing the first colony also creates a new player faction
        • Can set the faction name and select a flag
        • Can adjust both at any point in the future
    • Blueprints for ship hulls, weapons, and fighter LPCs:
      • Required by Heavy Industry to build ships
        • Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have
        • Can be improved by certain items found during exploration
      • Some basic blueprints always known from the start, rest have to be acquired
      • Blueprints can be prioritized to get the desired fleet composition and weapon/fighter use
      • Affect fleet production by player colonies
      • Player can custom-order known ships and weapons
        • Will be built based on the monthly production capacity of their heavy industry
        • And delivered to a designated gathering point, along with some crew, fuel, and supplies
    • New economy system to support colony mechanics
      • Player buying/selling has direct impact on market's available commodity numbers
      • Player colonies can become suppliers for other factions and generate export income for the player
        • Relative "accessibility" of colonies determines who the best supplier is
        • Player has several tools to manage this, from establishing waystations to piracy
    • Officers found in sleeper pods can now be up to level 15 instead of 5
    • Administrators can now be found in sleeper pods; likeliest place to find high-skilled ones
      • Can now go over the maximum number of officers and administrators
        • Can't use the ones over maximum
        • Can't hire to go over maximum
        • Mainly useful to be able to find officers/admins in sleeper pods, while already at maximum
    • Factions
      • Factions have access to ships/weapons/fighters based on their blueprints
      • AI ship loadouts are dynamically generated, based on what's available
      • Factions have been adjusted so that their available blueprints and doctrine make each more distinct
        • Examples:
        • The Hegemony favors larger ships and high-quality officers
        • The Luddic Church, while also mostly drawing from low-tech designs:
          • Favors larger numbers of ships with lower-quality officers
          • Makes extensive use of Converted Hangars
          • Has access to a faction-specific "Perdition"-class torpedo bomber
    • Faction doctrine: settings that affect faction fleet composition and ship behavior
      • Each setting can go from 1 to 5
      • Warships - proportion of regular combat ships found in fleets, on average
      • Carriers - proportion of carriers
      • Phase Ships - proportion of phase ships
      • Warships, Carriers, and Phase Ships must add up to 7 points
      • Officer Quality, Ship Quality, and More Ships - must also add up to 7 points
      • Ship Size - independent setting, determines average size of ships preferred
      • Aggression - determines personality of officers; does not affect the player's own fleet
        • Also applies to combat personality/behavior of ships without officers, both for the player and for other factions
        • This aspect *does* affect the player's own fleet
      • Each faction now has an appropriate doctrine setting
    • Monthly income and expenses:
      • Outposts/colonies
        • Base income from a population
        • Upkeep for each industry; based on hazard rating of planet
          • A lower-hazard planet can support more industries on the "base income"; exact numbers still TBD
          • Can go above that for a negative income
        • Exports: income for becoming the best provider of a commodity to another faction's colony
          • Incurs "overhead" when there are many exports from the same colony
          • *Always* better to have more exports, but the added benefit drops off quickly
      • Storage - 1% of base value of stored ships/cargo
      • Crew, officer, and administrator salaries
      • Presented in a detailed monthly report
    • New tab: "Command", shortcut "D". Allows player to:
      • Manage colonies
      • Can also see which markets you have storage at and what's stored where
      • View latest income report
      • Manage the doctrine and blueprint priorities
      • Make custom production orders
    • Cargo screen
      • Can quick-transfer (or sell) a lot of cargo by holding down Alt then mousing over the stacks
        • Can be turned off via settings.json
      • Improved quantity selection slider for picking up part of a stack
      • Supplies/fuel/crew/marines/heavy machinery now shown first in sorted cargo; other commodities also shown before weapons/fighter chips/etc
    • Revamped intel screen
      • Tag-based filtering system
      • Always shows map
      • UI is updated based on the current state of missions and such
      • Can accept and abandon certain missions directly from the intel screen
      • Can flag pieces of intel as "important"
      • Intel is now "live" and does not require a new message for the information displayed to change
    • Person bounties:
      • Will now pay out and increase reputation when hostile or worse with offering faction
      • Information given re: where to find target now includes constellation and some planet/star system type hints, but no actual star system unless it's a lone star
      • Reward no longer based on market stability
    • System bounties:
      • Will now pay out and increase reputation when hostile or worse with offering faction
      • Most likely in systems containing markets hostile to each other
    • Faction commissions:
      • Have to talk to a high-ranking faction official to get one
      • Pays a level-based monthly stipend in addition to a small bounty for enemy ships
      • Partially restores standing with other factions as hostility status changes
      • Can be resigned; smaller reputation penalty if in person
        • Restores standing with factions that became hostile as a result of holding the commission
    • Faction hostilities: fixed various issues re: hostilities properly ending and total number/frequency
      • Last for at least 6 months, and rarely more than a full cycle
      • Hostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanent
    • Smugglers now have a low reputation impact if attacked, i.e. won't turn entire faction instantly hostile
    • Chance to have advance intel about departures of trade fleets/smugglers, including timeframe and cargo
    • Changed options for colony interaction
      • Can open all core UI tabs with corresponding shortcut instead of just a subset
      • Added "visit dockside bar" option; details are WIP
      • Added "Consider your military options" option; sub-menu allows player to attack orbital station
        • Will also contain a few TBD mechanics re: planet-based military actions
    • Dropping cargo pods may now distract pirate fleets; duration of distraction (if any) depends on quantity of goods ejected
    • Autoresolve (AI vs AI, and auto-resolved pursuit battles):
      • Takes d-mods/production quality into account
      • Works with stations and modular ships
    • Made various improvements to "where is this entity" mission/bounty/etc description text
    • Toned down bounty level-scaling
    • Added "Compromised Storage" dmod, reduces cargo/crew/fuel capacity of ship by 30%
    • Added to Mudskipper Mk.2
    • Added Gremlin-class lowtech phase frigate, with pirate and Luddic Path versions
    • Buy and sell cost of ships now includes the base supply cost of their current combat readiness (i.e., no/minimal credit loss for recovering CR on a ship and then selling it)
      • Similar CR-based modifier added to supplies etc recovered when scuttling a ship
    • Added two new torpedo bomber wings: Perdition and Cobra
    • Fleet AI:
      • Much less easily sidetracked by chases; patrols in particular will largely focus on defending their objectives
      • When orbiting a planet, will spread out to try to avoid overlap with other orbiting fleets
    • Reduced number of campaign ship contrails; improves performance a lot and should generally not be noticeable
    • Sensors: combined detection range in hyperspace now limited to 2000 units (was 5000)
    • Added "generate name" option to colony renaming dialog
    • Installed fighters now shown in the fleet screen
    • Trade fleet routes will stop by a waystation if appropriate
    • Fighting independent scavenger fleets will now only slightly reduce standing with the independents
    • Temporary/event-based market conditions no longer have "event" label, grouped to the left of other conditions instead
      • Condition icon size scales down if there are too many to fit in the available width
    • Lava planets will no longer show up as part of the combat background (too bright)
    • Jump-point tooltip no longer shows planet types in unexplored star systems
    • Number of d-mods is now shown for each fleet member in the campaign fleet tooltip
    • D-mods are now also highlighted in the ship tooltip's list of hullmods
    • Made "fleet despawning" animation smoother
    • Number of supplies UI indicator will now include the picked-up supply stack, if any
    • When a course is laid in and you approach a jump-point, selecting "leave" will also disable autopilot

    Miscellaneous
    • Updated to use newer version of xstream (1.4.10)
    • Cleaned up controls screen - updated text and removed commands that are no longer in the game
    • Made some improvements to game-saving code that should speed it up on non-SSD drives
    • Made in-combat "exit game" button red to avoid potential confusion with "claim victory"
    • Vertical scrollbar active area now wider, indicator expands when mouse is in active area
    • Improved algorithm for automatically generating weapon groups
    • Improved game startup speed when sound is enabled by up to around 40% total, depending on the system specs

    Orbital Stations
    • Can be built at a colony to provide defenses and support nearby friendly fleets in combat
    • Existing colonies have these as appropriate
    • Three tiers: Orbital Station, Battlestation, and Star Fortress
    • Three tech levels/styles: low tech, midline, and high tech
      • Roughly similar combat power of each style, but different tactical approaches
    • Dynamically fitted with weapons based on faction weapon availability
    • Higher-tier stations are bolstered with drones and minefields

    Combat
    • Improved proximity fuse range detection vs longer/thinner ships
    • Phase ships:
      • Doom: new ship system, "Mine Strike", spawns high-damage, high-delay proximity fuse mines
        • Huge buff overall
      • Harbinger: system changed to Quantum Disruptor
      • Afflictor: system changed to Entropy Amplifier
    • Various performance improvements, should be around 20-30% faster
    • Toggling autofire on on an already-selected weapon group will make that group autofire
      • Can override and get manual control by selecting the group again
    • Fixed bug that caused the fighter rate replacement multiplier to apply twice
    • New graphics for Annihilator Pod medium weapon
    • Greatly improved missile tracking
      • And fixed issues with ECCM sometimes making it worse; it should now be a significant improvement
    • Hurricane MIRV:
      • Made missile and warheads more visible
      • Reduced number of warheads to 7
      • Warheads are now two-stage (aim then unguided burn), but much more accurate
    • Integrated Targeting Unit: increased OP cost for frigates to 4
    • Centurion: middle two turrets can now face front; arcs expanded
    • Low CR no longer reduces missile weapon ammo
    • Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)
    • Colossus Mk.3: removed fighter bay and Ill-Advised Modifications
      • Added "Converted Cargo Bay" that adds 2 converted fighter bays

    Ship AI
    • Fixed issue that was causing small weapon groups made up of hardpoints to not be set to autofire
    • Will no longer fire low-ammo missiles vs overloaded fighters
    • Fixed issue with too many carriers auto-escorting nearby combat ships
    • Reduced tendency of carriers to assign their fighter wings to escort nearby ships instead of attacking
    • Carriers assigned a "search & destroy" order will no longer use nearby ships to hide behind
    • Improved logic for multiple ships not using too many total missiles vs a single target
    • Fixed issue that was causing carriers to order fighters to "engage" too far from target, causing unnecessary loss of the 0-flux boost
    • Fixed issue that was causing carriers with some support fighters to not order the other fighters to engage
    • Fixed bug that caused a retreating ship with front shields to keep them on when it was not necessary
    • More likely to set smaller groups to autofire when flux is low, including hardpoint groups
    • Improved autofire flux management
      • Will autofire most kinds of weapon groups, depending on flux level and dissipation
      • Able to keep on pressure with low-flux weapons when on high flux
    • Improved flux management for high-flux weapons such as Heavy Blasters
    • Fixed bug that was causing fighters to only rarely fire missiles/torpedoes at low-hitpoint targets
    • Improved omni shield use vs phase ships
    • Fixed bug that was causing the AI to improperly evaluate where it has the most remaining armor
    • Ships gradually get more aggressive when their peak time and CR tick down

    Modding
    • Fixed crash from left-clicking station in hyperspace
    • Error message due to incorrectly configured music set is now comprehensible
    • Ships with modules:
      • Modules are no longer configured using weapon groups
      • Added "modules" section to .variant files instead
      • Modules will be ordered in listed order provided "modules" is an array of objects
    • Station/ship-with-module weapons no longer rendered in separate pass above everything
      • Use module order to control rendering order instead
    • Variants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
      • Meaning, a mod can now provide a partial file with just the changes rather than a complete file
    • Renamed FleetDespawnListener to FleetEventListener
    • Added reportBattleOccurred() method to FleetEventListener
    • Fixed bug to do with beamFireOnlyOnFullCharge and venting while firing at max charge
    • Proximity fuse projectiles with a trigger range of 0 will now only explode at end of range
    • MutableStat values no longer capped to be >= 0
    • Added better error message when game crashes due to an invalid ship system id being specified
    • Added MissileAPI.interruptContrail() - needs to be called twice, once at old and once at new location
    • Added MarketAPI.get/setEconGroup()
      • Markets within the same econ group only trade with each other and are not visible when viewing nearby markets etc from a market in a different group. Default group is null (the value, not the string).
    • Added ShipAIPlugin.getConfig() method that returns a ShipAIConfig (or null if a custom ship AI doesn't support the core config parameters)
    • Added "tags" and "rarity" columns to ship_data.csv
      • Skins do NOT inherit tags from the parent ship, but can have their own tags specified via a "tags" json array
      • Default d-hulls also do not inherit any tags from the base hull
    • Added "tech/manufacturer" column to ship and weapon data
      • Defaults to "Common" if unspecified
      • "manufacturer" key to override in ship skin file
    • SectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
      • For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or *is* there but is no longer in any LocationAPI
    • Removed dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)
    • hull_styles.json: now 3 d-mod overlays per style; light/medium/heavy, in only one size
      • d-mod overlays tile for larger ships
    • Moved get/setModuleVariant() methods from FleetMemberAPI to ShipVariantAPI
    • Weapon group generation:
      • Added "GROUP_LINKED" and "GROUP_ALTERNATION" AI hints to weapon_data; will attempt to place weapons with those in separate groups and set them to linked or alternating
      • Added groupTag column to weapon_data; when set, will heavily favor placing weapons with same groupTag into the same group, without other weapons in it
      • Will not auto-generate weapon groups for AI fleets until combat starts, for performance reasons
    • Fixed word-wrapping issue when a single word is too long for a line
    • Added limited support for drones with SHIP collision class; will no longer crash into mothership
    • Added "canUseWhileRightClickSystemOn" to ship system definitions
    • Missiles now support the "jitter" effect, above the missile sprite only
    • Changes to fleet despawn logic: listeners will now be notified before the fleet member list is cleared
      • Allows seeing fleet state at time of despawn if it wasn't snapshotted
      • Fleet members removed afterwards
    • Added CollisionGridAPI that gives access to internal bin-lattice used to speed up collision checks/AI
      • void addObject(Object object, Vector2f loc, float objWidth, float objHeight);
      • void removeObject(Object object, Vector2f loc, float objWidth, float objHeight);
      • Iterator<Object> getCheckIterator(Vector2f loc, float checkWidth, float checkHeight);
    • Added to CombatEngineAPI:
      • CollisionGridAPI getAllObjectGrid();
      • CollisionGridAPI getShipGrid();
      • CollisionGridAPI getMissileGrid();
      • CollisionGridAPI getAsteroidGrid();
    • Added to SettingsAPI:
      • String readTextFileFromCommon(String filename)
      • void writeTextFileToCommon(String filename, String data)
      • Load/save text data from the <installdir>/saves/common/ folder
        • Limited to 1MB per file, 50MB total files per session
    • Hull mods tagged with "no_drop_salvage" will not drop from campaign salvage operations
      • Different from "no_drop", which will only make them not drop from defeated ships in combat
    • Added alternate system for listening to campaign events, see: ListenerManagerAPI
      • Allows registering to listen for only one type of event
      • Not everything converted to use it, but will only use this system going forward
    • Added event-listening interfaces:
      • ShowLootListener
      • SurveyPlanetListener
      • EconomyTickListener
      • DiscoverEntityListener
    • Added IntelManagerAPI to manage player-visible pieces of information
      • See: Global.getSector().getIntelManager()
      • Replaces EventManager etc
      • CommMessageAPI, SectorAPI.reportEventStage, etc deprecated/removed
      • Game no longer loads/uses reports.csv
      • Missions are re-implemented as "IntelInfoPlugin" rather than a events
      • A few events that were essentially scripts (such as OfficerManagerEvent) remain for legacy reasons
      • MissionBoard and related APIs removed
      • All of these are now handled through IntelManager
      • Removed concept of "comm channels"; channels.json no longer loaded
    • Added CombatEntityAPI.getAI() method to get at proximity fuse AI from projectiles
    • Added ProximityFuseAIAPI, with an updateDamage() method, so changing damage via script can work on flak and similar
    • Added SettingsAPI.getMergedJSONForMod(String path, String masterMod)

    Bugfixing:
    • Fixed issue with market/planet name mismatch for some procgen planets
    • Fixed issues w/ small dormant remnant fleets not engaging and sometimes dropping loot if harassed
    • Ship AI: fixed issue where 4+ carriers could get stuck in an escorting-each-other loop
    • Fixed bug that caused Fleet Logistics 1 to make destroyed ships only have a 50% chance of recovery rather than 100% as intended. Disabled ships still got the 100% chance.
    • Fixed issue with Plasma Cannon not being properly affected by Safety Overrides
    • Save bar no longer get stuck if saving the game throws an error for any reason
    • Fixed issue with scavenger fleets stuck in "returning to <market>" state
    • Fixed issue that was sometimes preventing carriers from properly obeying "Full Retreat" order
    • Fixed rendering issue with black holes on radar
    • Fixed issue with Strike Commander causing projectile weapons from fighters to hit multiple times
    • Fixed crash when a mission variant had a fighter wing from a mod installed and the mod was then disabled
    • Fixed visual issue with jump-point in Westernesse star system
    • Fixed issue with debris fields not despawning properly and causing savegame bloat (thanks, Tartiflette!)
    • Fixed issue where could select civilian/unarmed ships for pursuit autoresolve
    • Fixed issue where fighter chips would disappear from inventory when opening refit screen for a ship with that fighter built in
    • Fixed issue with fighters returning to a retreated carrier getting stuck off-map without retreating
    • Fixed station rendering issue in campaign where module placement wasn't quite right
    • Fixed bug that caused phasing mid-burst to improperly shorten some weapon cooldowns
    • The resolutionOverride config file setting now works with fullscreen mode
    • Fixed issue that cause a black hole to appear in the middle of the sector map in some games
    • Fixed bug that caused the player to have to wait for their allies to finish the battle after full-retreating from it
    • Fixed issue that caused REDACTED fleets to respawn extremely quickly in some situations

    Logged
    Alex
    Administrator
    Admiral
    *****
    Posts: 11733


    View Profile
    « Reply #1 on: June 01, 2018, 10:53:18 AM »

    (I'm sure there's a bunch of smaller stuff that's missing from the notes, but these should hit all the high points to date. Er, unless I forgot about something.)
    Logged
    MShadowy
    Admiral
    *****
    Posts: 760



    View Profile Email
    « Reply #2 on: June 01, 2018, 11:40:40 AM »

    Oh, yes. Good. I'll give these a closer look in a bit; heading out right now.
    Logged
    arcibalde
    Admiral
    *****
    Posts: 1719



    View Profile
    « Reply #3 on: June 01, 2018, 11:57:33 AM »

    You was busy did't ya. So extensive patch notes and just a couple of TBD.. So 0.9 season of bug-hunting is near. I can feel it in the air. And, I'm confident enough to speak in name of most members, WE are ready.  Cool
    Logged

    Creator of:
    Relics MOD - vanilla balanced - Campaign integrated
    Vanilla addon MOD - vanilla balanced - Campaign integrated
    Project ONI MOD - mission only
    Alex
    Administrator
    Admiral
    *****
    Posts: 11733


    View Profile
    « Reply #4 on: June 01, 2018, 11:59:32 AM »

    You was busy did't ya. So extensive patch notes and just a couple of TBD.. So 0.9 season of bug-hunting is near. I can feel it in the air. And, I'm confident enough to speak in name of most members, WE are ready.  Cool

    Oh, it'll still be a bit! But it's mostly down to content stuff. Mostly.

    (Stuff that isn't done wouldn't generally be in the patch notes in the first place, the couple of TBDs in there are just for things where I thought it made sense to do that.)
    Logged
    Volken
    Ensign
    *
    Posts: 32



    View Profile
    « Reply #5 on: June 01, 2018, 12:06:36 PM »

    HNNG, Only Alex can make text so sexy
    Logged
    Pataroo1
    Admiral
    *****
    Posts: 584



    View Profile
    « Reply #6 on: June 01, 2018, 12:21:44 PM »

    Yaaay! I've been following this game for like 8 years now and have always dreamt of having colonies and stuff! So excited!!!!   Cheesy
    Logged

    Quote from: Lime
    The community's response to a change is inversely proportional to its importance.
    Wyvern
    Admiral
    *****
    Posts: 1855


    View Profile
    « Reply #7 on: June 01, 2018, 12:52:31 PM »

    So much awesome stuff, but oddly the one that really jumped out at me: "Centurion: middle two turrets can now face front; arcs expanded".  Yay!
    Logged

    Wyvern is 100% correct about the math.
    arcibalde
    Admiral
    *****
    Posts: 1719



    View Profile
    « Reply #8 on: June 01, 2018, 01:01:25 PM »

    Oh, it'll still be a bit! But it's mostly down to content stuff. Mostly.

    (Stuff that isn't done wouldn't generally be in the patch notes in the first place, the couple of TBDs in there are just for things where I thought it made sense to do that.)

    Ooooo nononono not buying that. A-a. HET Tongue You are right, you wouldn't put stuff that isn't done in patch notes but my gut feeling is telling me month or two. Probably closer too two. You'll see Grin
    Logged

    Creator of:
    Relics MOD - vanilla balanced - Campaign integrated
    Vanilla addon MOD - vanilla balanced - Campaign integrated
    Project ONI MOD - mission only
    Alex
    Administrator
    Admiral
    *****
    Posts: 11733


    View Profile
    « Reply #9 on: June 01, 2018, 01:02:58 PM »

    Thank you guys Smiley

    So much awesome stuff, but oddly the one that really jumped out at me: "Centurion: middle two turrets can now face front; arcs expanded".  Yay!

    Hah, was wondering if someone would pick that out!


    Ooooo nononono not buying that. A-a. HET Tongue You are right, you wouldn't put stuff that isn't done in patch notes but my gut feeling is telling me month or two. Probably closer too two. You'll see Grin

    We'll see Smiley
    Logged
    SafariJohn
    Admiral
    *****
    Posts: 1120



    View Profile
    « Reply #10 on: June 01, 2018, 01:12:59 PM »

    Oh, it'll still be a bit! But it's mostly down to content stuff. Mostly.

    (Stuff that isn't done wouldn't generally be in the patch notes in the first place, the couple of TBDs in there are just for things where I thought it made sense to do that.)

    Ooooo nononono not buying that. A-a. HET Tongue You are right, you wouldn't put stuff that isn't done in patch notes but my gut feeling is telling me month or two. Probably closer too two. You'll see Grin

    The first 0.7a patch notes were released seven months before 0.7a released.
    Logged

    Chroma
    Ensign
    *
    Posts: 23


    View Profile Email
    « Reply #11 on: June 01, 2018, 01:14:29 PM »

    Forget the Centurion, what's this about? 0.0

    Quote
    Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)

    Either way, my own excitement is minimal as I know this patch will likely take upwards of a year or more. Even so, I really appreciate all of the hard work in this game!
    Logged
    arcibalde
    Admiral
    *****
    Posts: 1719



    View Profile
    « Reply #12 on: June 01, 2018, 01:33:00 PM »

    The first 0.7a patch notes were released seven months before 0.7a released.

    Gut feeling is gut feeling there is no reasoning with it  Cheesy
    Logged

    Creator of:
    Relics MOD - vanilla balanced - Campaign integrated
    Vanilla addon MOD - vanilla balanced - Campaign integrated
    Project ONI MOD - mission only
    The Soldier
    Admiral
    *****
    Posts: 3598


    Quartermaster


    View Profile
    « Reply #13 on: June 01, 2018, 01:44:50 PM »

    Mmmm, interesting notes.
    Logged

    Quote from: Trylobot
    I am officially an epoch.
    Inventor Raccoon
    Captain
    ****
    Posts: 265



    View Profile
    « Reply #14 on: June 01, 2018, 01:56:48 PM »

    I'm pumped for this update. Looks fantastic.
    Logged

    Pages: [1] 2 3 ... 13
      Print  
     
    Jump to:  

    Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
    Simple Audio Video Embedder
    Valid XHTML 1.0! Valid CSS!