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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 299272 times)

Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1245 on: December 24, 2018, 01:28:00 PM »

Spoiler
Don't know if these things were already reported (sorry), but here are some things I noticed:

- Battlesize is set to 200 by default, and not 300 like the patch note said
- Your own colonies' open market reset each time you visit them (so you can buy all the supplies/fuel/drugs/etc, echap, and everything will be available again in great quantities)
- Sometimes very weak fleets chase you and force you to fight since you can't auto-battle/disengage when your fleet is too big. Exemple I ran into: 1 mule and a few frigates vs 10 astrals. This is very annoying tbh.

Also, a few typos (and a sentence that doesn't make sense), screenshots in the spoilers (with red lines below the typos):
1. When fighting a fleet transporting a cargo: Should be "accessibility" and "its behavior"
Spoiler
[close]
2. Description of the level 2 for the Sensors ability: Should be "effectiveness"
Spoiler
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3. Description of the planet Suddene in the Westernesse star system, should probably be "Recent reforms by the King of Westernesse" or something similar, right now it doesn't make sense
Spoiler
[close]
4. Description of the domain-era sensor array, missing a verb; should be "does not appear to be transmitting"
Spoiler
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5. Description of the Shipping Disruption colony condition, should be "levels"
Spoiler
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Thank you! Fixed up the typos; the other stuff is on my list.

Spoiler
I had forgotten about this game for a long while, before putting a few hours into the 0.8 update, and then waiting (fairly) patiently for the 0.9 update - checking the blog every few weeks.

My first impression of starting with a new profile--not having read the 0.9 release notes--was... 'Nothing's changed?'

After forming a colony however, my thoughts were... 'This changes everything' :D

Similar to @Okaenia 's post, here are a few typos I've noticed. Sorry if they've already been fixed. Also sorry for no screenshots; they don't seem to work for me...

1. From the Technology Cache mission (I think): 'per-Collapse', when it should be 'pre-Collapse'.

2. 'Orbiting a ice giant'. Should be an ice giant.

3. Not sure if I'm making sense here, but under 'Poor light' it said 'primary', when I think you meant to say 'primary star'. Wish I had a screenshot for this! :-[

And one more thing: The first tooltip shown after opening the player's inventory informs about Ctrl+click etc. However, last on the list--a suggestion to use Alt+mouse (relating to 'altMouseMoveToMassTransfer' in settings.json)--is disabled by default upon a fresh install. Once it's changed to 'true' in settings.json, the feature works just fine.

Thank you devs for all the love and effort poured into this game over the years, and a wonderful Christmas to everyone from me :)
[close]

Thank you - fixed up these typos/assorted things, too! "Primary" is a shorthand way of saying "primary star", you can generally omit "star" from that, btw. E.G. "A planet orbiting a yellow primary ..." etc works.

Merry Christmas and happy holidays to you as well :)
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RawCode

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1246 on: December 24, 2018, 11:12:41 PM »

This might be a dumb question, but is the colony/market screen the only place where you can see sector-wide commodity price information?

As far as i know, yeah.

press f1 on item when inside telecom array range, then navigate around.
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Hazard

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1247 on: December 25, 2018, 01:27:04 AM »

As far as i know, yeah.

Kinda annoying. Knowing which of the nearest inhabited systems offers the cheapest prices is pretty important, especially when resupplying a large fleet.

press f1 on item when inside telecom array range, then navigate around.

The top 5 places to buy/sell isn't always very useful information, since it doesn't take fuel and supply expenditure into account.
« Last Edit: December 25, 2018, 01:33:56 AM by Hazard »
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Cosmitz

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1248 on: December 25, 2018, 03:50:47 AM »

So i just realised how vague the Resistant Flux Conduits can be if you're reading it as a new player. "Decreases the amount of damage dealt by EMP weapons (ion cannons etc) by 50%. Also increases the ship's flux dissipation rate while venting by 25%". It can be highly interpreted as it decreasing /your/ outgoing EMP damage by 50%, instead of "Reduces EMP damage taken by 50%", akin to how it's written in the Solar Shielding description.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1249 on: December 25, 2018, 10:11:49 AM »

So i just realised how vague the Resistant Flux Conduits can be if you're reading it as a new player. "Decreases the amount of damage dealt by EMP weapons (ion cannons etc) by 50%. Also increases the ship's flux dissipation rate while venting by 25%". It can be highly interpreted as it decreasing /your/ outgoing EMP damage by 50%, instead of "Reduces EMP damage taken by 50%", akin to how it's written in the Solar Shielding description.

Let me replace "dealt by" by "taken from", that should clear it up considerably.
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Sendrien

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1250 on: December 25, 2018, 01:34:57 PM »

Alex, 0.9a is absolutely brilliant! This is really shaping up to the game I hoped it could be. After all the disappointments in the space genre, Starsector is a shining beacon.

I do have a question about exploration, though. What happens when all planets have been surveyed, and all probes/caches have been found? Does that spell the end of the exploration in the game? Or does the game spawn some points of interest to keep those types of missions going?

Happy holidays!
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1251 on: December 25, 2018, 09:13:30 PM »

Alex, 0.9a is absolutely brilliant! This is really shaping up to the game I hoped it could be. After all the disappointments in the space genre, Starsector is a shining beacon.

Thank you! Really happy to hear that, it's hard to know ahead of time whether what I'm going for will match up with what you're hoping for, you know? Like it can be the same words on paper but still quite different in our respective imaginations, if that makes sense.

I do have a question about exploration, though. What happens when all planets have been surveyed, and all probes/caches have been found? Does that spell the end of the exploration in the game? Or does the game spawn some points of interest to keep those types of missions going?

Pretty much, yeah - the idea is that exploration is sort of what you do to build up into colonies and the end-game (some parts of both of the latter are still missing). There's definitely some room to do some more with making certain systems relevant again and so on, but probably not something like simply re-populating them with the same kinds of things they had to begin with. To me, respawning stuff like that would cheapen the feel of exploration on the first go-around.

Happy holidays!

Thank you, you too!

And Happy Holidays to everyone else, as well :)
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Stormking

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1252 on: December 26, 2018, 12:46:09 AM »

As much as I've been gushing about this game to anyone who'd listen in the past years, I want to point out some problems today. Just my two cents here after maybe twenty hours in 0.9

Fighters
--------

Fighters seem to lack a hard, asymetric counter. The best way to counter a force which relies on fighters is to have enough carriers with intercepters in your own fleet. Not something you can refit easily! I tried creating a pure anti-fighter destroyer and cruiser, but they were barely able to hold their ground, even with lots of double flak cannons.

Big Battles
-----------

Whenever I got to the deployment point limit, I felt screwed over.
When I defended my station, I was able to add maybe 30 points to the station, but when I attacked a Luddic Church base, they were fielding an entire army in addition to their station.
Not to mention that in such large battles with station, my FPS drops and it feels like a lot of inputs get dropped as well. Makes for a very frustrating experience when you can't tell why your ship won't move backwards - unless you switch on the AI and let it handle your flagship.

So there should be a way to control the deployment point limit, a preview of what you're getting into, and a chance to back out.

This probably isn't 0.9 feedback, since before I never ran such large fleets, but not being able to back out because my fleet is too large was quiet the shock. In a game that's supposed to be played on Iron Man, I hope the fleeing mechanics get a full overhaul.

Colonies
--------

Best addition ever, but on the other hand, having to defend them is a big pain. Being able to bribe them off is a good idea, but not always an option. And having to sit around your colony for 30 days and hold shift is very boring.
Having the option to leave part of your fleet to defend your orbital station would be good, as would the option to limit outside trading with other stations so this problem doesn't arise in the first place.
Other factions should have to wait until you establish Commerce to trade with a planet.
Often, I don't want a whole colony, just a hidey hole to store all the gear I have amassed without paying the 1% monthly fee.



Conclusion
----------

Star Sector is still the best space game I've played, and I've tried a lot. But a lack of something to do in smaller fights and the problems with big fights mentioned above has me waiting for 0.10 for now.
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TaLaR

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1253 on: December 26, 2018, 01:14:59 AM »

Fighters seem to lack a hard, asymetric counter.
How about player piloted Afflictor? Can delete enemy carriers fresh off their entry Burn, before main fleets even meet.

Simply drowning them in dakka via IPDAI IR Pulse Conquest or Onslaught packed with tons of dual flak works too. Just don't expect any puny cruiser or other lesser ship to do a capital's job.
Also, Devastator is a weapon specifically designed to clear concentrated fighter swarms.

So there should be a way to control the deployment point limit
There is. Default is 300 and can be increased to 500 via options. You can set more in config files too.
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Cosmitz

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1254 on: December 26, 2018, 03:08:28 AM »

Dominators do poorly when skilled up due to the recoil and precision buffs making it shoot very 'straight'.

However, the utterly best PD in the game which can almost never be used properly is the Proximity Charges. There aren't many ships with medium+ synergy slots, as in, turret missile slots, but those that gave them can do great with Charges. A single charge has the AOE and damage to erase a whole wing from the map. Not even Dominators can do it that quickly. Ammo is still a problem but given its effectiveness, it's worth it.
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Originem

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1255 on: December 26, 2018, 07:21:21 AM »

WHERE IS 0.9.1 OTL
And I found that most of intel things are hard coded, do they mean reports.csv is totally useless now?
And that's a disaster for translation, whether vanilla or mod...
« Last Edit: December 26, 2018, 09:03:58 AM by Originem »
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1256 on: December 26, 2018, 09:25:38 AM »

Appreciate your feedback!

Fighters
--------

Fighters seem to lack a hard, asymetric counter. The best way to counter a force which relies on fighters is to have enough carriers with intercepters in your own fleet. Not something you can refit easily! I tried creating a pure anti-fighter destroyer and cruiser, but they were barely able to hold their ground, even with lots of double flak cannons.

It's hard to say without knowing what you're looking at - is it a 1-1 type situation, or a fleet situation? Fleets in general can counter fighters, but it takes giving good anti-fighter capability to a bunch of ships.

Flak actually isn't very good vs most fighters; PD in general is good for anti-missile, but anti-fighter is a different beast. In particular, PD that does kinetic or frag damage is really hampered even by fighter-level armor. Stuff like Phase Lances, Tactical lasers, or even Light Assault Guns is likely going to be more effective. Locusts are great, too. And the Doom - while unique in that - is about as close to a hard counter as it gets.


Big Battles
-----------

Whenever I got to the deployment point limit, I felt screwed over.
When I defended my station, I was able to add maybe 30 points to the station, but when I attacked a Luddic Church base, they were fielding an entire army in addition to their station.
Not to mention that in such large battles with station, my FPS drops and it feels like a lot of inputs get dropped as well. Makes for a very frustrating experience when you can't tell why your ship won't move backwards - unless you switch on the AI and let it handle your flagship.

So there should be a way to control the deployment point limit, a preview of what you're getting into, and a chance to back out.

(Right, there's battle size in settings, as someone mentioned. Basically, the bigger side gets the bigger chunk of it to deploy stuff.)

I don't think it's possible for inputs to get dropped - well, I guess anything is possible, but it's definitely coded in a way that should avoid that, and I haven't seen it myself in low-FPS situations.

Is it possible you're holding down too many keys at once? For example, if you're holding A, S, and ... let's say X, or another nearby key, chances are your keyboard is only going to be capable of registering at most two of those presses. That's just a physical wiring limitation on most keyboards. If anyone else is seeing input be dropped, I'd be interested in hearing about it.


This probably isn't 0.9 feedback, since before I never ran such large fleets, but not being able to back out because my fleet is too large was quiet the shock. In a game that's supposed to be played on Iron Man, I hope the fleeing mechanics get a full overhaul.

I've got a TODO item to look at it! In the meantime, you could deploy some stuff, lose it, and then retreat - not a particularly elegant workaround, but it's there.


Best addition ever, but on the other hand, having to defend them is a big pain. Being able to bribe them off is a good idea, but not always an option. And having to sit around your colony for 30 days and hold shift is very boring.
Having the option to leave part of your fleet to defend your orbital station would be good, as would the option to limit outside trading with other stations so this problem doesn't arise in the first place.
Other factions should have to wait until you establish Commerce to trade with a planet.
Often, I don't want a whole colony, just a hidey hole to store all the gear I have amassed without paying the 1% monthly fee.

Tweaking/tweaked a number of things here. For the time being, though - if you don't build up a colony beyond a spaceport, I think you should be able to have a hidey-hole that doesn't get harassed - it might not even have positive population growth, but even if it gained a couple of size points, I'm not sure it'd get to the point of being noticed.



WHERE IS 0.9.1 OTL

As I mentioned a bit back, I got sidetracked by some hardware issues, plus there's just a lot to do for .1, but: back up and running, and making progress :) Maybe I should post up some in-dev patch notes... hmm.

(OTL?)

And I found that most of intel things are hard coded, do they mean reports.csv is totally useless now?
And that's a disaster for translation, whether vanilla or mod...

Yeah, reports.csv is no longer used. It's just really awkward to put together dynamic text while pulling strings from there, so it's all in code. I thought the translation effort had some automated way of pulling strings from class files, though?
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Originem

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1257 on: December 26, 2018, 06:13:16 PM »

Yeah, reports.csv is no longer used. It's just really awkward to put together dynamic text while pulling strings from there, so it's all in code. I thought the translation effort had some automated way of pulling strings from class files, though?
It's okay when we do vanilla translation, but for mod? Most of our translators doesn't know "code" well and they don't have ability to understand how that works. So I have a headache.
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Volfgarix

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1258 on: December 27, 2018, 05:44:25 AM »

Looks like "Random Battle" mission doesn't roll Shrike at all.
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Cosmitz

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #1259 on: December 27, 2018, 06:08:46 AM »

Looks like "Random Battle" mission doesn't roll Shrike at all.

I don't think it's in the pool of ships to choose from. To be fair, i think we could use a 'freeplay' mode similar to the Simulator but scanning and using all the variants, mod or not, availible and allowing refitting.
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