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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 304418 times)

Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #255 on: September 07, 2018, 10:19:54 AM »

Let me make a note. It *is* possible to set it to something else in code, btw - i.e. all the faction setup the dialog does can be done with mod-accessible calls, afaik.

(As far as its visibility, it tells you how to get to it the first time it shows up, so hopefully that'll help. Plus the name glows on mouseover, and there's a similar set of interactions for naming/renaming a colony, which might help with that as well.)
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Ulzgoroth

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #256 on: September 07, 2018, 12:10:25 PM »

So in the newest blog update, it looks like you decided that the player shouldn't be encouraged to hold off on salvaging a find for lack of ships or resources, but should be for lack of skill investment?
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #257 on: September 07, 2018, 12:31:22 PM »

Hmm - I did touch on this in the blog post, but maybe not in enough detail.

Maxing out the salvaging skill doesn't take long - you can do it by level 4, and fairly quickly even if you don't decide to do it right away (which also implies you're probably not going salvaging right away) - so it's an acceptable thing to wait for. It's also a one-time wait, if it's a wait at all, since you're likely to get to this point during your first salvaging expedition.

Or, you can decide not to get it at all and put your points elsewhere, in which case you don't need to wait for it.

Welcome to the forum, by the way!
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Ulzgoroth

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #258 on: September 07, 2018, 01:31:57 PM »

It was clearly touched on, but for what it's worth I thought the value judgement there was implicit more than explicit.


Not sure why I didn't register here ages ago, considering I got into the game back in 2012.  The colony building coming up in 0.9 is the feature I've always been most excited about all along.
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greyxenon

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #259 on: September 10, 2018, 03:05:42 PM »

So... when's this coming out?
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Midnight Kitsune

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #260 on: September 10, 2018, 05:37:44 PM »

So... when's this coming out?
Soon™
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Eashua

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #261 on: September 13, 2018, 02:43:06 PM »

Almost frothing at the mouth haha.
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Spess Mahren

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #262 on: September 16, 2018, 09:01:59 PM »

Will 0.9a get rid of the last vestiges of D mod ships that can't be fully restored? I keep noticing a type of D mod sunder that has the large mount downgraded to a medium and having to check the stats of all my d mod ships to make sure they are fully restore-able before I salvage them is annoying.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #263 on: September 16, 2018, 09:13:13 PM »

Will 0.9a get rid of the last vestiges of D mod ships that can't be fully restored? I keep noticing a type of D mod sunder that has the large mount downgraded to a medium and having to check the stats of all my d mod ships to make sure they are fully restore-able before I salvage them is annoying.

Unless I'm missing/forgetting something, it ought to clean all that up, yes.
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Otharious

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #264 on: September 17, 2018, 11:56:48 AM »

am legit dying here

I need to have my fix! and get my conquest flagship again :D
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Cosmitz

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #265 on: September 19, 2018, 07:30:28 AM »

I have an almost unfounded hope and desire that the Conquest's front large launchers get switched with the side medium launchers just for the sake of super-cool-looking Squall deployment. At the very least i hope Squalls track just a bit better (and not narrowly missing mostly everything) in 0.9a given:

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Greatly improved missile tracking
« Last Edit: September 19, 2018, 07:33:11 AM by Cosmitz »
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Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #266 on: September 19, 2018, 12:00:00 PM »

I like where the front launchers are for easy Locust spam.  Dual Locusts is murder against a wide variety of targets.
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Arkiuz

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #267 on: September 21, 2018, 09:22:56 AM »

Missiles are my bread and butter and the only thing stopping me from being known as a Missile Platform rather than a ship is the limitations on hardpoints.

Any chance we'll see some form of customization that'll let me become a missile man?
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Cik

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #268 on: September 21, 2018, 11:10:16 PM »

bring back original griffon

also we are going to need at least an additional missile destroyer (buffalo doesn't count as it sucks.. or at least make it better) converted merchantmen are all well and good but to truly embrace the MMM destiny we will need some heavier ordnance.

maybe make LRMs good or something (though what that would take is hard to say, they are easy to break ATM because the sensor layer is too basic to permit true long range fire without it being either useless or way too strong)

but yes, more missiles please.
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Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #269 on: September 22, 2018, 07:24:02 AM »

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bring back original griffon
While fun, that wrecked Gryphon after one fight.  Pure D&D-style nova class in Starsector if there was one.

Honestly, I like to see Gryphon get better defenses; it is too flimsy to be practical.  Better hull and flux stats, and make Expanded Missile Racks hullmod builtin (or add more OP).  Failing that, bring back classic Aurora with large missile mount.  Aurora used to be high-tech Gryphon with better stats but no missile forge system (but it did not need it).  Classic Aurora with missiles was almost on par with Dominator.

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also we are going to need at least an additional missile destroyer (buffalo doesn't count as it sucks.. or at least make it better)
Shrike might pass as one if those two medium mounts are synergies.
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