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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 468366 times)

Megas

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #720 on: November 19, 2018, 05:25:25 AM »

I had a pirate base targeting my colony and was able to locate it by going to a bar in my colony and talking to a person.  That was pretty cool, but it wasn't necessarily obvious.
Happened to me too!
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DrakonST

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #721 on: November 19, 2018, 05:26:43 AM »

Some things about balance:
1. WTF with misslies? 2-3 Reapers now blow up Onslaught with 2350 armor and all skills on ship survivality! In 0.8 for this battleship need much more torpedos. I have a full set of combat skills and when i take first Reaper on my Paragon i lost 15%HP and all armor and when i take second Reaper this rocket leave near 10% of total ship HP eating >8000HP.

So what has happened?

2. Nerf "Radiant". Ship with such stats of shields, weapons and armor/hull to op with jump system. I very despise creation of the battleship capable to overtake on speed battlecruisers flying a back forward. I see lots of this overpowered monsters on mods and really hate this.

It good for Guardian because it really boss ship. But line, serial ship too overpowered.

Battleship will be show or can fast moving only forward like Onslaught. Maybe better give Radiant new "Plasma Burn" system? Because no one Remnant have it and Radiant become a analog of high tech Onslaught.
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Another bug, small fleets protecting some stations like mining stations or orbital habidat.
Spoiler
[close]
Also, Guardian on Cryosleeper well be as solo battleship? Or he will have escort ships?

Because after this single remnant defender i think Guardian it should not be lonely and it is simple bug.
« Last Edit: November 19, 2018, 07:40:59 AM by DrakonST »
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Megas

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #722 on: November 19, 2018, 05:44:40 AM »

Is there a way to equip orbital stations? I paid an arm and a leg for the star fortress, would be nice adjust it and see its stats out of combat
I would very much like to see what the battlestations can do (either codex entry and/or simulator).  If I spend big bucks on the station, I like to equip it and know what its stats are.  When I tried adding orbital station, I get offered which tech type, and I have no idea which style I want, so I decide not to build it.

I have some idea what the various bases do after smashing some pirate bases, but the only thing that stands out so far is high-tech has mediocre energy weapons and annoying fortress shields.  Low-tech was more intimidating (if it focuses on guns instead of fighters).  Not sure what midline does, but it seems a bit like a variant low-tech.

If high-tech is (or can become equivalent of) like the Remnant battlestation, then yes, I want that death machine!  If it is nothing but tactical and graviton beam spam with maybe a few mining/heavy blasters, and its only gimmick is fortress shield, then... YUCK!  If I do not like high-tech, then it is a choice between low-tech and midline, and I have no idea what the differences are.
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Sy

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #723 on: November 19, 2018, 06:40:00 AM »

minor bug: looking at the stats of my d-modded Heron, it seems either Malfunctioning Comms or Defective Manufactory doesn't reduce deployment supply cost as it should, though both do mention the reduction in their tooltip.
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planeswalker

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #724 on: November 19, 2018, 06:42:38 AM »

Hey all, quick question, as of the current time of this post, is RC 9 the latest version that's out? Thanks
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Cosmitz

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #725 on: November 19, 2018, 06:44:26 AM »

Yep. You can double-check trying to re-download it from the page. RC9 is the newest.
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Cyan Leader

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #726 on: November 19, 2018, 06:48:35 AM »

High tech station has mines which are really useful. Also the Fortress Shield ensures it survives while you soften the invading fleet, it's been working really well for me.
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Recklessimpulse

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #727 on: November 19, 2018, 07:08:52 AM »

They use best tech available to you so a high tech fortress with no weapon tech uses mining blasters and lasers. I don't know a way to control the process though.
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Elijah

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #728 on: November 19, 2018, 07:34:01 AM »

High-tech fortresses should probably cost more, right? Isn't in the lore that high-tech is better than low-tech, but low-tech is less expensive? Or is it more like Protoss vs Terran in Starcraft 2 where protoss are elves with fancy magic and low stats, while terran is less resourceful but more brute force?
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Recklessimpulse

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #729 on: November 19, 2018, 07:37:42 AM »

ANd just to put out a counter arguement, I have 6 bases one makes 200k two make -50 to -10k and the rest make 50k.
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Megas

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #730 on: November 19, 2018, 08:13:47 AM »

High tech station has mines which are really useful. Also the Fortress Shield ensures it survives while you soften the invading fleet, it's been working really well for me.
All of them should have mines when upgraded to Star Fortress.  (I have not fought anything that big yet.)

I know high-tech has Fortress Shield.  That is the only thing I see going for it.  It is a pain to kill, but other than that, offense of just beams and the occasional blaster is just not scary unless I try to solo it.  Against my fleet, high-tech station is simply not a threat.  The other types had significantly better offense and felt generally more dangerous.

I guess high-tech station is nice if you have a buff fleet and you want your station to not die from sustained assault.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #731 on: November 19, 2018, 08:46:24 AM »

Took a bunch more notes!

Reaper damage maybe is too high (that is, higher than stated) for some reason? Going to take a detailed look.

("Pirate Activity" is more of a "shame what'd happen to you in a dark alley if you didn't pay protection fees" kind of thing, not necessarily involving direct fleet action. Think of it as more of a surge in organized crime.)


Another bug, small fleets protecting some stations like mining stations or orbital habidat.
Spoiler
[close]
Also, Guardian on Cryosleeper well be as solo battleship? Or he will have escort ships?

Because after this single remnant defender i think Guardian it should not be lonely and it is simple bug.

Guardian is supposed to be solo, yeah. The particular lone escort for a habitat is just the RNG rolling that fleet, I think.
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Dostya

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #732 on: November 19, 2018, 09:12:14 AM »

I thought that you could just click on the , then follow tge arrow in reverse. That's how I got rid of Ludd terrorists in my colony.
You can do that if the base has been rendered visible by one of the other factions placing a bounty on it. Play on for a bit - a new base will spawn, and it'll be invisible on that screen for quite a while.
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Deshara

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #733 on: November 19, 2018, 11:40:16 AM »

Took a bunch more notes!

Reaper damage maybe is too high (that is, higher than stated) for some reason? Going to take a detailed look.

I no-joke barely managed to dodge a reaper in my new Shrike flagship, but cut it so close that I had to drop the shield to avoid setting it off, only for it to hit a piece of dust (Magec! *shakes fists*) next to it and boom no more new ship. Never realized there was so much AOE damage
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ciago92

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #734 on: November 19, 2018, 11:45:45 AM »

Minor bug: when talking to a potential new officer, the amount of credits you have on hand isn't updated if you just completed a mission. I dropped off some fuel, got 35k credits, went to hire an officer, and it said I only had 1100. Accept wasn't greyed out so I hit it anyways and it worked fine, just caught me off guard for a second until I remembered I had completed the mission.
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