Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 34 35 [36] 37 38 ... 87

Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 304423 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #525 on: November 16, 2018, 01:25:45 PM »

Wow! We can do colony on sun!
Spoiler
[close]

That's... awesome! Made a note; looks like it affects binaries/trinaries.

(Sorely tempted to make an "it'll be fine, we'll just go colonize it at night" joke.)
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #526 on: November 16, 2018, 01:27:13 PM »

My issue with the new Plasma Cannon is that it's just a more rapid-firing Heavy Blaster. I feel it should have more shot damage and nerf the fire rate: or better yet, remove the forced 3-shot.

If it does more per-shot damage, it steps on HIL's toes. Was aiming to have reasonable differentiation for the various large energy weapons; Plasma Cannon is the "general purpose, not great at any one aspect" option.
Logged

NaavT

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #527 on: November 16, 2018, 01:27:51 PM »

A CLASSPATH variable in your environment is about the only thing that comes to mind at this point, hmm. If you have that, removing it should make it work. That is, it still seems like the game is running with the wrong version of xstream (the save/load library) somehow, not the one it actually comes with.

Hmm .. Where can I find it?
Logged
Another Russian guy.
My messages are translated into English using "Google Translate".

Embolism

  • Captain
  • ****
  • Posts: 359
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #528 on: November 16, 2018, 01:29:21 PM »

I'd be fine with HIL going back to Energy damage personally. The old HIL's problem was it did 250 DPS, now it does 500 I think it's fine with Energy damage. Still burns through armour, better at pressuring shields.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #529 on: November 16, 2018, 01:29:39 PM »

(Pasting; sorry re: formatting etc.)

ON WINDOWS
Right-click on My Computer and select Properties.
Go to the Advanced system settings tab.
Click the Environment Variables button. The Environment Variables dialog opens.
Select the environment variable you want to delete and click Delete.
Repeat step 4 as many times as necessary.
Click OK.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #530 on: November 16, 2018, 01:30:41 PM »

I'd be fine with HIL going back to Energy damage personally. The old HIL's problem was it did 250 DPS, now it does 500 I think it's fine with Energy damage. Still burns through armour, better at pressuring shields.

At 500 dps, it's too good at pressuring shields imo. With that range it's just god-tier.
Logged

Schwartz

  • Admiral
  • *****
  • Posts: 1230
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #531 on: November 16, 2018, 01:32:47 PM »

A powerful and more flux-efficient large slot energy weapon that deals hard flux is a big deal. We didn't have one before, Autopulse being more situational. And the old PC being unwieldy at best with its massive burst & flux cost. It's actually more powerful because it's weaker, if that makes sense. In that it can be used now.

Right about the Needler re. burst damage and phase. I hadn't accounted for these. It's still a little odd for the price, and especially when compared to the Heavy variant.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #532 on: November 16, 2018, 01:34:32 PM »

Yeah, not saying it's perfectly tuned, just that it's got a niche.
Logged

Cosmitz

  • Admiral
  • *****
  • Posts: 755
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #533 on: November 16, 2018, 01:36:25 PM »

Did a first hour and a half tutorial/jangala arrival. Didn't get to run into the nitty gritty but haven't had any issues. Only exited now to update to the hotfix.  A bit unrelated but even if my CPU has a lot idle left, streaming/recording SS gives me roughly a 50% FPS cut. :P Not sure what to do about that. (Win7x64, i7 [email protected])
« Last Edit: November 16, 2018, 03:42:55 PM by Cosmitz »
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #534 on: November 16, 2018, 01:37:58 PM »

Oh, right - hotfix is up, everybody!

A bit unrelated but even if my CPU has a lot idle left, streaming/recording SS gives me roughly a 50% FPS cut. :P Not sure what to do about that. (Win7x64, i7 [email protected])

Hmm - maybe try disabling vsync in settings.json? Possibly both the recording software and Starsector are both doing it and messing each other up.
Logged

Embolism

  • Captain
  • ****
  • Posts: 359
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #535 on: November 16, 2018, 01:38:38 PM »

I'd be fine with HIL going back to Energy damage personally. The old HIL's problem was it did 250 DPS, now it does 500 I think it's fine with Energy damage. Still burns through armour, better at pressuring shields.

At 500 dps, it's too good at pressuring shields imo. With that range it's just god-tier.

Gauss Cannon costs 5 OP more and does a lot more hard flux Shield damage at greater range, and with its per-shot damage is pretty dangerous vs armour too. Plus 250 vs 500 soft flux Shield DPS is barely more than 1x Graviton Beam's worth of difference.

I don't think the new Plasma Cannon is underpowered, I just said it's a faster-firing Heavy Blaster which feels odd.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 17394
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #536 on: November 16, 2018, 01:40:49 PM »

(Gauss is also ballistic, so not a fair comparison...)
Logged

Draba

  • Commander
  • ***
  • Posts: 189
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #537 on: November 16, 2018, 01:53:28 PM »

Awesome as usual, so much for my plans for being productive today :)
Logged

Embolism

  • Captain
  • ****
  • Posts: 359
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #538 on: November 16, 2018, 01:54:08 PM »

(Gauss is also ballistic, so not a fair comparison...)

Indeed, Gauss is a lot better than HIL even if it were Energy. Just saying I don't feel Energy HIL is god-tier where it still is very behind the actual god-tier anti-shield weapons.

Plus it's still a bit more than 1x Graviton Beam's worth of damage. I don't think it makes it god-tier just because of that difference, especially since it's paid in the loss of 500 anti-armour DPS.
Logged

Cosmitz

  • Admiral
  • *****
  • Posts: 755
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #539 on: November 16, 2018, 01:54:52 PM »

A bit unrelated but even if my CPU has a lot idle left, streaming/recording SS gives me roughly a 50% FPS cut. :P Not sure what to do about that. (Win7x64, i7 [email protected])

Hmm - maybe try disabling vsync in settings.json? Possibly both the recording software and Starsector are both doing it and messing each other up.

Same with/without. Dropping me into 30-35 from 60, fullscreen or no, core affinity tweaks (Core2/Java) on OBS or no.
« Last Edit: November 16, 2018, 02:03:40 PM by Cosmitz »
Logged
Pages: 1 ... 34 35 [36] 37 38 ... 87