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Author Topic: Starsector 0.9.1a (In-Dev) Patch Notes  (Read 31934 times)

Alex

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Starsector 0.9.1a (In-Dev) Patch Notes
« on: January 31, 2019, 08:29:07 PM »

Changes as of January 31, 2019

Campaign
  • REDACTED derelict now only appears in more interesting star systems with more potential for habitation
  • Adjusted price of (P) ships to account for their lack of built-in d-mods
  • Ships with "Militarized Subsystems" no longer get increased maintenance from capacity-increasing logistics hullmods
    • And can have Safety Overrides
  • Intel planet list: replaced "value" column with planet survey class
  • Added "free port" to several pirate colonies
  • Free port:
    • Stability penalty goes from 1 to 3 over time instead of being fixed at 3
    • Accessibility bonus goes from 5% to 25% (was: 10 to 50)
  • Fixed commodity tooltip issue in "market share" screen
  • Buffalo (A), Kite (A): replaced "Militarized Hegemony Auxiliary" with "Militarized Subsystems"
  • Officer picker dialog now shows personality for officers over current maximum
  • Changed item outline color in industry screen to better highlight installed items
  • Player faction should no longer use combat freighters instead of a portion of combat/freighter ships in patrols etc
    • May still use combat freighters in place of combat ships, if priority settings allow it
  • Orbital Works: added ship quality bonus to tooltip
  • Colonies:
    • Industries separated into "Industries" (Mining, Farming, etc) and "Structures" (Spaceport, Orbital Station, etc)
      • Type shown in tooltip and "add industry or structure" dialog
      • "Industry" type also highlighted in colony screen (solid background behind name)
    • Maximum number of industries limited to a value based on colony size
      • From 1 at size 3 to 4 at size 8 and above
    • Only one ongoing construction project (new industry or structure, NOT upgrades) per colony
      • Can queue more construction projects
    • Doubled population growth required to increase colony size
    • Doubled population growth incentive cost
    • A colony with no industries receives an additional growth penalty (unemployment etc)
    • Upkeep reduction from REDACTED core reduced to 25% (was: 50%)
    • Total upkeep for a colony is reduced by up to 25% based on demand filled by in-faction sources
    • Income from exports no longer counts demand at player colonies for total market value
    • Income at non-player-owned colonies no longer shown as it's no longer accurate
    • When the player establishes a new colony, it automatically begins construction of a Spaceport, free of extra cost
    • Significantly increased the build time for most industries, structures, and their upgrades
      • Some examples:
      • Farming: 30 -> 60
      • Heavy Industry: 60 -> 120
      • Megaport: 30 -> 150
  • Tech-Mining:
    • No longer supplies economic units of commodities
    • Increased monthly drops for smaller ruin sizes
  • Added administrators to the larger core world colonies
  • Target of REDACTED mission no longer spawns right next to a black hole
  • Pirate and Pather bases should no longer spawn next to a black hole
  • Added "danger level" indicator to fleet tooltips
  • Added bar event to aid in locating Pather base
  • Luddic Path bases show up under "Colony threats" tag when targeting player colonies
  • Patrols:
    • Will no longer prevent play from docking when engaged in battle
    • Or more than 1000 units away
  • "Deserter" pirate bounty fleets now use faction-specific weapons/fighters, instead of drawing from the usually-inferior pirate set
  • Taking over or destroying a comm relay/nav buoy/sensor relay in a system where the owning faction has no colonies will no longer have any impact on your reputation
  • Removed stack size limit of 1000 from player cargo
  • Maximum quantity that can be picked up using slider increased to 5000
  • Can now see CR level of stored ships
  • Pirate bases:
    • Can no longer repeatedly spawn in the same system without some time passing
    • Reduced likelihood of player colonies being targeted by pirate bases that are very far away
  • Increased average interval between patrol spawns to 2 weeks (was: 1 week)
    • Also affects combat fleets from pirate and Pather bases
    • As before, the interval is reduced significantly when an existing patrol returns
  • Increased respawn delay for REDACTED fleets
  • Added unique icon for comm sniffer intel item
  • Industrial Planning: level one now reduces upkeep by 10% instead of reducing demand
  • Reduced time-scaling of person bounties
  • Intel UI (including map) now takes up more space if available
  • Jump-point dialog warning about fleets on the other side now only shown if there's enough fuel to jump
  • Raids/expeditions/etc that are being organized (i.e. not yet assembling) will be aborted if the colony is either destroyed or its military base is disrupted
  • Made "Missile Autoforge" hullmod visible on station modules and REDACTED
  • Navigation skill: now modifies individual fleet member fuel use (rather than fleetwide)
    • Effect shows up in ship tooltip
  • Added Prometheus Mk.II to Pather fleets
  • Added Atlas Mk.II to pirate fleets
  • Starting relationship with Luddic Path changed to -65 (was: -50)
  • Salvaging: +50% bonus for rare items will no longer result in a full re-roll and will simply result in "more stuff" compared to without the skill
  • Battelstations and Star Fortresses now have officers
    • Installing an Alpha Core on any level station still grants a level 20 officer with Gunnery Implants
  • Made a few performance improvements
  • Punitive expeditions:
    • Fixed issue with wrong reason being displayed sometimes
    • Reduced strength of initial punitive expeditions sent
    • Reduced high-end expedition space strength
    • Increased high-end expedition ground strength
    • More variety in which colonies are targeted
    • Will no longer be sent out by the faction the player is commissioned by, if any
    • Will result in a 5-point reputation penalty when/if the expedition fails
      • No reputation penalty for fighting the expedition's fleets
      • Reputation cost to avert reduced to 20 points
    • Takes roughly twice as long for factions to build up towards sending an expedition
    • After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 months
      • This does not include pirate raids or inspections
  • Reduced the size of later-game pirate raids by half
  • Fleet spawning:
    • Will not produce fleets with more than 30 ships
    • Stronger fleets will have many more large ships
      • This increases both their ground-raiding strength and their effectiveness vs stations
  • Can now abandon colonies up to size 4
  • Fleet/station interactions:
    • Destroying/disabling/forcing enough enemy ships to retreat during an engagement allows your fleet to disengage without being pursued
      • Works when your fleet is over the disengage size limit, but not limited to this
      • Indicator in combat screen shows progress towards this
      • Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower
    • When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:
      • Can always disengage without being pursued
      • But, the enemy fleet will harass the retreat, causing a drop in CR
    • Stations will no longer try to disengage when outnumbered
    • When joining an ongoing battle, allied fleets will prefer to pursue instead of harry/let go when possible
  • When losing a battle: special items such as blueprints, AI cores, survey data, etc, no longer have a chance to be lost
  • Patrols:
    • Will no longer force the player to fight when weaker and stopping them for the transponder being off or for a cargo scan
  • Music will no longer switch to another track when passing near a star system, actually entering it is required
  • "Typical heavy patrol" on Doctrine & blueprints screen now more closely matches a typical heavy patrol
    • Uses best ship quality in player faction
    • Uses appropriate number of tankers/freighters


Combat:
  • Total battle size in vs-station battles is increased by the deployment cost of the station
  • Ships should find it much harder to go outside the map boundary

Miscellaneous:
  • Can now left-click outside the hullmod picker dialog to dismiss it
  • Weapon tooltip:
    • Now properly handles weapons with a very large interruptible burst
    • Moved flux/second to be under damage/second
  • Stripping a hull will now force weapon groups to be reassigned on deployment if there are unassigned weapons
  • "Escape" battles: ships deployed on the flanks will start 4000 units closer to the top of the map


Ships:
  • Harbinger: changed 3 medium hardpoints to "energy" (was: "synergy")
  • Increased refit time for most bombers by somewhere around 3-5 seconds
  • Perdition: increased OP cost to 15 (was: 12), increased refit time to 15 (was: 10)
  • Phaeton, Starliner: reduced max burn by 1
  • Gemini: increased max burn by 1

Ship AI:
  • Reduced aggressiveness when facing a station but given an order that targets something other than the station
  • Will no longer use High Energy Focus or other weapon-boosting systems when all affected weapons are on cooldown
  • Fixed some broadside AI issues
  • Fixed autopilot issue when "invert turn-to-cursor behavior" setting was checked
  • Reacts more quickly to "primed" friendly mines
  • Burn Drive:
    • Should no longer be used when a ship has an assignment and is not facing towards the assignment target
      • One exception being when trying to get away from an enemy behind the ship
    • Will not burn towards targets that have the "Avoid" order
  • Improved behavior around borders
  • Ships with limited fighters wings (no bombers and <=1 for cruisers and below, <=2 for capital) are more conservative about using these to engage the enemy
  • Fixed issue where carriers would occasionally "engage" their fighters on targets under fog of war
  • Legion, Mora: will no longer hide behind combat ships
  • Improved command obedience
  • Fixed issue that could cause ship to back off from a target due to flanking - but insignificant - threats
  • Fixed several issues that could cause a ship with front shields to turn slightly away from the target, seemingly without a reason
  • Fixed an issue that could cause REDACTED ships to wander around the battle map instead of engaging the player
  • Non aggressive/reckless officers will be more careful about maintaining range from the enemy
  • Made some tweaks to evasion logic that should make ships less likely to try to "pivot" around an enemy at too close a range
    • Should improve survivability
  • Escort behavior overhauled
    • Does a better job positioning escorting ships to ward off flanking enemies
    • Does a better job not getting in the way of the parent ship's fire
    • Does a better job handling broadside ships
      • (Still more likely to get in their line of fire if escorting one)
    • Capital ships and cruisers with an escort assignment now only turn towards fighters if no other targets are in range
    • Should fix a number of cases where a ship appears to be over-aggressive and dies for "no reason"
    • Can more smoothly handle a larger number of frigates escorting the same ship
    • Much more consistent and predictable overall

Modding:
  • Added FighterWingAPI.getReturning()
  • Added to ShipAPI:
    • isLiftingOff()
  • Ships with modules can now retreat properly - that is, the modules aren't left behind
  • Fixed issue where "replace" files were not getting detected correctly depending on use of forward of back slashes in path
  • Can now successfully deactivate() abilitites that are not isUsable()
  • Viewing intel for systems that are not connected to hyperspace will no longer crash the game
  • Added NO_AUTO_ESCORT ship hint, makes carriers not hide behind nearby combat ships
    • Used by Mora and the Legion
  • A colony in hyperspace will no longer trigger a "transponder off" warning when jumping into hyperspace
  • Increased clarity of some of the thrown exceptions
  • Fixed crash caused by abandoning orbital-station-only colony
  • Made all fields in MarketCMD.TempData public
  • Added to CombatFleetManagerAPI:
    • float getEnemyCleanDisengageProgress();
    • float getEnemyCleanDisengageThreshold();
    • float getEnemyCleanDisengagePoints();
    • boolean canEnemyDisengageCleanly();
  • Player can no longer perform item right-click-actions in InteractionDialogAPI.showCargoPickerDialog()
  • Added to SettingsAPI:
    • FactionAPI createBaseFaction(String factionId);
  • Added to WeaponSpecAPI:
    • DamageType getDamageType();
  • cancelledCargoSelection() is now called when a CargoPickerDialog is closed using the Escape button
  • Added to beam weapon .wpn files: fringeScrollSpeedMult
  • tag_data.json: now properly reads in the "name" field
  • Added to FactionAPI:
    • Map<String, String> getMusicMap()
  • Added to LocationAPI:
    • MemoryAPI getMemoryWithoutUpdate();
  • Music:
    • Added MusicPlayerPlugin interface; implementation specified via "musicPlugin" in settings.json
    • Can create arbitrary number of campaign music states for different locations/conditions/etc
    • Method that picks music set for combat gets passed in a CombatEngineAPI
    • Can specify a $musicSetId for star systems, markets, and entities to override default plugin behavior



Bugfixing:
  • Ruins on a planet that's been bombarded are now properly flagged as "surveyed"
  • "Mild Climate" condition can now appear on certain habitable planets
  • Fixed issue with "Open Market" from Commerce fully regenerating on re-opening the tab
  • Fixed player being unable to join battle involving their faction's forces if the player's faction had a friendly reputation with the enemy fleet's faction
  • Fixed issue with d-mods being removed from ships for sale after saving and then loading
  • Ancyra now has a tariff and no longer has unusually low fuel (and other) prices
  • Autofit: fixed issue with not adding proper number of vents/capacitors based on target variant
  • Fixed possible slowdown issue
  • Added Wayfarer to base blueprint set
  • Berserker-class ship now properly shows up in REDACTED fleets
  • Recent Unrest condition now properly removed from colony when stability penalty reaches 0
  • Hopefully fixed issue loading UTF-8 text with multi-byte characters from mission descriptions etc
  • Fixed Custom Production screen crash caused by abandoning selected gathering point colony
  • Fixed a game-loading crash
  • Fixed slow memory leak caused by Commerce industry
  • Fixed issue where the main ship deployed in "run simulation" would not use the faction's doctrine for the autopilot personality
  • Fixed issue where pressing "S" without course widget showing would still adjust player fleet's destination
  • Ravelin-class drone: changed erroneous hardpoints to turrets in ship definition
  • Fixed issue that could cause pirate fleets to be on the other side of a jump-point without the player receiving a warning prior to the jump
  • Auto-assign officers will no longer assign officers above the current maximum
  • Fixed officer tooltip not updating when changing officer assignments until fleet screen was re-opened
  • Fixed issue with "auto-assign idle officers" over-valuing civilian ships
  • Fixed issue where hostile orbital stations could fight each other
  • Fixed issue where orbital stations could participate in battles very far from their visible location
  • Fleets issuing a distress call will now ask for correct amount of fuel
  • Fuel use/day indicator now properly accounts for "free" speed over burn level 20
  • Safety Procedures level 3 no longer reduces supply cost of Transverse Jump (affects tooltip only)
  • Industry picker dialog now shows correct upkeep values
  • Fixed issue where torpedoes and other AoE projectiles hitting a station's shield could damage other modules technically behind the shield.
  • Fixed an infinite credits exploit related to paying bribe
  • Impact Mitigation 1: now properly applies +150 armor instead of +150% armor
  • Centurion-class frigate now only spawns in larger fleets (as was intended), instead of only in smaller fleets
  • Upgrading an industry now takes the correct amount of time, instead of being equal the build time of the industry being upgraded
  • No longer possible to make the "Orders" button on the Command tab enabled
  • REDACTED mission: pilot will not show up at a colony with 0 stability
  • Fixed issue with Falcon (P) sometimes restoring to the base Falcon class
  • Level 3 Missile Specialization now applies to mines
  • Fixed rare ConcurrentModificationException crash
  • Fixed bug that could cause orbital stations to end up with very sub-par weaponry
  • Fixed issue with uninhabited planets in core systems not getting planetary conditions
  • Non-primary stars (and black holes etc) can no longer be colonized
  • Custom production now properly assumes maxed out doctrine ship quality
  • Fixed issue with player credits value for certain dialog interactions not being updated
  • Fixed issue where getting survey data for a planet w/o directly surveying it rendered the survey mission incompletable
  • Fixed issue where combat readiness of ships in storage could be reset to 50%
  • Undiscovered Luddic Path bases no longer show up in planet list
  • Fixed issue where planets or moons were appearing multiple times in binary/trinary/nebula star system overviews
  • Fixed issue with survey data occasionally and temporarily having a very low sell price (probably)
  • Fixed issue with pirate ambush fleets not being hostile when player is friendly with pirates
  • Fixed issue with comm sniffer count not updating properly on uninstalling (visual issue only)
  • Expeditions will no longer attempt to raid unraidable industries
  • Fixed issue where it was possible for a colony to decivilize without a warning being sent
  • Fixed issue where ship quality at a market with ship production and extremely low accessibility was incorrect
  • Tech-Mining no longer generates cargo before it's finished building
  • Fixed crash in custom production screen when gathering point colony has been destroyed
  • Can no longer "restore" ships at uncolonized planets
  • Fixed a few issues in ship deployment logic that caused capital-sized carriers to not be deployed as often as was appropriate
  • Fixed crash related to Derinkuyu becoming decivilized or destroyed in the first couple of months
  • Fixed Helmsmanship 5%/1% issue
  • Dismissing AI Core/Manage Installed Item dialogs with "enter" no longer eats the items in question
  • Fixed exploit allowing giving free assignments in combat
  • Cancelling an assignment will now only close the command frequency if it's appropriate to do so
  • Ships produced by the player's colonies will use the proper ship name prefix configured for the faction
  • Luddic Church will now properly use its ship skins
  • Fixed occasional days-remaining disparity between list and detail info for person bounties
  • Default battle size now properly set to 300
  • Abandoning a colony no longer removes the "Decivilized" condition
  • Fixed issue that caused expedition raid strength to be lower than what was stated in the intel item
  • Fixed issue with Defecitve Manufactory not applying the standard d-mod cost reduction
  • Fixed issue with large fleets full of civilian ships ordering a full retreat shortly after starting a battle
  • Fixed issue that could cause a fleeing fleet using Emergency Burn to stay within a certain range of what it was fleeing from
  • Fixed issue with Pather Cell attraction calculation of Heavy Industry
  • Fixed occasional music-related exceptions in the log when exiting the game
  • Fixed sell cost of ship weapons and fighter wing LPCs being incorrect (higher than the tooltip)
  • Converted Hangar can no longer be installed on a Colossus Mk.III

« Last Edit: January 31, 2019, 11:38:20 PM by Alex »
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arcibalde

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #1 on: January 31, 2019, 08:41:05 PM »

That is one huge bugfix list ;D
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MajorTheRed

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #2 on: January 31, 2019, 08:45:23 PM »

Lot of good thing there. I like how the colony will be more realistic (no more spamming of structures right after you colonize it).
I'm curious to see how pather base will fare next release (I find them really boring, hard to crack, come back too soon and doesn't make sense no factions goes after them...)
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cjusa

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #3 on: January 31, 2019, 08:51:46 PM »

How close are we to being able to drop colonies?

In all seriousness though, do appreciate the colony tweaks.
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Wyvern

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #4 on: January 31, 2019, 09:00:34 PM »

Some really good stuff in here!  One that I have some questions about, though:
  • Player faction should no longer use combat freighters instead of a portion of combat/freighter ships in patrols etc
    • May still use combat freighters in place of combat ships, if priority settings allow it
What does this actually mean?  And, in particular, is there a way I can tell my faction "If you were thinking about adding a freighter to a fleet, use this combat freighter instead, but don't replace warships with combat freighters" or "If you were thinking about adding a tanker to a fleet, use this Apogee instead"?  (Well, okay, there are a bunch of mods with combat-tankers, too, but the closest vanilla ship to that description is the Apogee.)
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #5 on: January 31, 2019, 09:11:55 PM »

Some really good stuff in here!  One that I have some questions about, though:
  • Player faction should no longer use combat freighters instead of a portion of combat/freighter ships in patrols etc
    • May still use combat freighters in place of combat ships, if priority settings allow it
What does this actually mean?  And, in particular, is there a way I can tell my faction "If you were thinking about adding a freighter to a fleet, use this combat freighter instead, but don't replace warships with combat freighters" or "If you were thinking about adding a tanker to a fleet, use this Apogee instead"?  (Well, okay, there are a bunch of mods with combat-tankers, too, but the closest vanilla ship to that description is the Apogee.)

It means that if you don't have Hounds, Mules, Ventures, and other such prioritized, and have a set of combat ships prioritized, the former should not show up in your fleets anyway in the "combat freighter" role. Which tends to look to a player as the priority flags being ignored.

(The other stuff is not possible, no; and there's no concept of "combat tanker" in fleet-building code.)
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Drone_Fragger

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #6 on: January 31, 2019, 09:22:17 PM »

Perdition bomber is listed as "High tech" in 0.9, despite being a jury rigged work shuttle, and hence should probably be low tech or (maybe) luddic path.
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Vayra

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #7 on: January 31, 2019, 09:31:06 PM »

  • Non-primary stars (and black holes etc) can no longer be colonized
  • Converted Hangar can no longer be installed on a Colossus Mk.III

ALEX WHY  :'(

More seriously:

  • Ships produced by the player's colonies will use the proper ship name prefix configured for the faction

Could we possibly get this on player-recovered ships that are too badly damaged to retain their original name (IME: all or almost all of them) as well?
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From a Faster Time

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #8 on: January 31, 2019, 10:17:40 PM »

  • Removed stack size limit of 1000 from player cargo
  • Maximum quantity that can be picked up using slider increased to 5000
  • Intel UI (including map) now takes up more space if available
  • Made a few performance improvements
  • Music will no longer switch to another track when passing near a star system, actually entering it is required
  • Now properly handles weapons with a very large interruptible burst
  • Moved flux/second to be under damage/second
  • "Escape" battles: ships deployed on the flanks will start 4000 units closer to the top of the map


Ship AI:
  • Will no longer use High Energy Focus or other weapon-boosting systems when all affected weapons are on cooldown
  • Fixed some broadside AI issues
  • Fixed autopilot issue when "invert turn-to-cursor behavior" setting was checked
  • Reacts more quickly to "primed" friendly mines
  • Burn Drive:
    • Should no longer be used when a ship has an assignment and is not facing towards the assignment target
      • One exception being when trying to get away from an enemy behind the ship
    • Will not burn towards targets that have the "Avoid" order
  • Improved behavior around borders
  • Ships with limited fighters wings (no bombers and <=1 for cruisers and below, <=2 for capital) are more conservative about using these to engage the enemy
  • Fixed issue where carriers would occasionally "engage" their fighters on targets under fog of war
  • Legion, Mora: will no longer hide behind combat ships
  • Improved command obedience
  • Fixed issue that could cause ship to back off from a target due to flanking - but insignificant - threats
  • Fixed several issues that could cause a ship with front shields to turn slightly away from the target, seemingly without a reason
  • Fixed an issue that could cause REDACTED ships to wander around the battle map instead of engaging the player
  • Non aggressive/reckless officers will be more careful about maintaining range from the enemy
  • Made some tweaks to evasion logic that should make ships less likely to try to "pivot" around an enemy at too close a range
    • Should improve survivability
  • Escort behavior overhauled
    • Does a better job positioning escorting ships to ward off flanking enemies
    • Does a better job not getting in the way of the parent ship's fire
    • Does a better job handling broadside ships
      • (Still more likely to get in their line of fire if escorting one)
    • Capital ships and cruisers with an escort assignment now only turn towards fighters if no other targets are in range
    • Should fix a number of cases where a ship appears to be over-aggressive and dies for "no reason"
    • Can more smoothly handle a larger number of frigates escorting the same ship
    • Much more consistent and predictable overall
Bugfixing:
  • Fixed possible slowdown issue
  • Fixed a game-loading crash
  • Fixed slow memory leak caused by Commerce industry
  • Impact Mitigation 1: now properly applies +150 armor instead of +150% armor
  • Fixed Helmsmanship 5%/1% issue
How was it "fixed" and whats the end result?
  • Cancelling an assignment will now only close the command frequency if it's appropriate to do so
  • Fixed issue that could cause a fleeing fleet using Emergency Burn to stay within a certain range of what it was fleeing from

Subarashii!
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Baqar79

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #9 on: January 31, 2019, 10:26:45 PM »

The colony changes look interesting; restricting colonies to 4 industries will force a bit of specialization to some degree (I tend to have 5-6 production buildings (Industries with the upcoming patch?) per colony), which isn't necessarily a bad thing, so I look forward to trying that out.

This may be a silly question, but any chance of listing what buildings are industries and which are not; for example, with the changes to Tech-Mining, I'm not sure if this would be considered an industry building with the new changes since it doesn't provide economic units (this is the stuff under "Production" in the Tech-Mining tool-tip right?).

Harbinger has had Thor's hammer applied and none to gently :D

Total battle size in vs-station battles is increased by the deployment cost of the station
Nice, I guess then we can deploy more of our ships to assist our own star bases (Normally I can only choose a single ship due to a lack of deployment points).  This may work out more difficult defending since it is likely the enemy will be attacking with bigger numbers, getting 60% of the additional deployment points from the station; but having more ships on the field should lead to faster station battles which will be nice when attacking enemy stations yourself.
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SCC

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #10 on: January 31, 2019, 10:38:27 PM »

What a treat...
"Free Port" condition feels a bit overnerfed. How are the core pirate markets handling it? With just +25% accessibility and -5 stability they probably are miserable beyond reason.
Player faction not using combat freighters isn't really necessary, but since the player doesn't know (unless digging into the files) that combat freighters even are their own category, it might be for the better. Some "allow combat freighters" check would probably work as well, but it's a fairly insignificant choice in the end.
Tech-mining not giving any production anymore is better for people trying to stay under the radar. Monthly report for salvaged items could use some more detail at this point. It should show how particular colonies are contributing and especially if some aren't giving anything at all anymore, so that the player knows when to stop mining.
Deserters using proper weapons is nice. I swear it was like that in previous update...
It's also nice that you can personally take over space infrastructure. Waiting for patrols to do it would be annoying to some, and it would be weird that they can do it, but not the player.
Made "Missile Autoforge" hullmod visible on station modules and REDACTED
Just the modules, or the entire station? I don't think we can check the modules' hullmods legitimately yet. If it was on the main body of the station, it would show up.
Salvaging: +50% bonus for rare items will no longer result in a full re-roll and will simply result in "more stuff" compared to without the skill
Heh. It's not really important, but I guess that change makes its function clearer on the player end.
Battlestations and Star Fortresses have officers - do their skills depend on the size and type of the station, maybe even RNG and player faction doctrine, or is it just some generic officer?
...Can we queue upgrades from the get go, so that there's no need to go back to the colony if all you want is just a Star Fortress?
When joining an ongoing battle, allied fleets will prefer to pursue instead of harry/let go when possible
Will no longer force the player to fight when weaker and stopping them for the transponder being off or for a cargo scan
Now these are some quality of life improvement! What was even causing your faction to let the enemy fleet go, when it has the advantage now?
Moved flux/second to be under damage/second
Move damage per shot and flux per shot together as well, just so that it doesn't look so interrupted. Flux efficiency can still be at the bottom.
Harbinger: changed 3 medium hardpoints to "energy" (was: "synergy")
Does its system keep the "decreases energy damage" bit?
All the AI fixes... It's too late to save me now, but the next tournament is going to be incredible.
I also want to note that if we could set some pre-determined ship behaviours, or their general personality (without using officers or the faction doctrine slider - the latter especially, since player fleet most likely is much different from what player faction has to do with), similarly how the Autonomous Ships mod does it. No matter how expendable frigates/destroyers are, I care for them and their survival.

SafariJohn

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #11 on: January 31, 2019, 10:43:28 PM »

  • Added to SettingsAPI:
    • FactionAPI createBaseFaction(String factionId);

What exactly does this do?
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Wyvern

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #12 on: January 31, 2019, 11:19:21 PM »

  • Industrial Planning: level one now reduces upkeep by 10% instead of reducing demand
Could you pair this with a reduction in the drugs needed by mining?  Right now, if I have Industrial Planning at 2, and use an alpha core on my base population and an AI core of any grade on mining, I can meet the drug requirements without having to have a free port with light industry; once this change goes in, that will no longer be the case.
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Wyvern is 100% correct about the math.

DatonKallandor

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #13 on: January 31, 2019, 11:46:43 PM »

Any hope of changes to how blueprints are looted so stuff you have already is just dropped as a duplicate for selling or rerolled into something else?
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #14 on: January 31, 2019, 11:57:39 PM »

    Perdition bomber is listed as "High tech" in 0.9, despite being a jury rigged work shuttle, and hence should probably be low tech or (maybe) luddic path.

    Yeah, that's fixed - a bunch of typo-type or otherwise minor fixes didn't make the changelog.


    More seriously:

    • Ships produced by the player's colonies will use the proper ship name prefix configured for the faction

    Could we possibly get this on player-recovered ships that are too badly damaged to retain their original name (IME: all or almost all of them) as well?

    I might be able to take a look at some point; not actually 100% sure whether the change might have covered this or not.



    • Fixed Helmsmanship 5%/1% issue
    How was it "fixed" and whats the end result?

    As was covered fairly exhaustively in the relevant thread (and possibly some PMs), it's 1% as it was supposed to be. Balance stuff entirely aside.

    Subarashii!

    (Thank you for your feedback re: some of the AI stuff, btw!)


    The colony changes look interesting; restricting colonies to 4 industries will force a bit of specialization to some degree (I tend to have 5-6 production buildings (Industries with the upcoming patch?) per colony), which isn't necessarily a bad thing, so I look forward to trying that out.

    This may be a silly question, but any chance of listing what buildings are industries and which are not; for example, with the changes to Tech-Mining, I'm not sure if this would be considered an industry building with the new changes since it doesn't provide economic units (this is the stuff under "Production" in the Tech-Mining tool-tip right?).

    At this point: Farming, Mining, Tech-Mining, Refining, Light Industry, Heavy Industry, Fuel Production.


    Harbinger has had Thor's hammer applied and none to gently :D

    It needed it, what with the 3x Typhoon Harbinger being the answer to any question.


    Total battle size in vs-station battles is increased by the deployment cost of the station
    Nice, I guess then we can deploy more of our ships to assist our own star bases (Normally I can only choose a single ship due to a lack of deployment points).  This may work out more difficult defending since it is likely the enemy will be attacking with bigger numbers, getting 60% of the additional deployment points from the station; but having more ships on the field should lead to faster station battles which will be nice when attacking enemy stations yourself.

    This is part of the reason for stations getting some low-to-mid-level officers, to (hopefully) make sure that fighting alongside a station is still generally advantageous.


    "Free Port" condition feels a bit overnerfed. How are the core pirate markets handling it? With just +25% accessibility and -5 stability they probably are miserable beyond reason.

    ... looking at it again, looks like I'd changed the stability penalty to only go up to 5, so the patch notes were a bit out of date.

    Player faction not using combat freighters isn't really necessary, but since the player doesn't know (unless digging into the files) that combat freighters even are their own category, it might be for the better. Some "allow combat freighters" check would probably work as well, but it's a fairly insignificant choice in the end.

    Yeah, pretty much what I was thinking here.

    Deserters using proper weapons is nice. I swear it was like that in previous update...

    Yep - this bug was introduced in 0.9a as part of dynamic variant generation.

    Just the modules, or the entire station? I don't think we can check the modules' hullmods legitimately yet. If it was on the main body of the station, it would show up.

    Right - this is more about the one REDACTED that has the hullmod, really.

    Battlestations and Star Fortresses have officers - do their skills depend on the size and type of the station, maybe even RNG and player faction doctrine, or is it just some generic officer?

    Just a generic officer. IIRC the Alpha Core officer always gets Gunnery Implants 3, though.

    ...Can we queue upgrades from the get go, so that there's no need to go back to the colony if all you want is just a Star Fortress?

    No - it's just not set up that way, so it'd be a significant pain to add UI-wise. You'd also be tying down a large number of credits for no benefit (as you also do with a queue), so I think a queue is part "useful feature" and part "it's there because you'd expect it to be there, but not necessarily because it's super useful".

    I also want to note that if we could set some pre-determined ship behaviours, or their general personality (without using officers or the faction doctrine slider - the latter especially, since player fleet most likely is much different from what player faction has to do with), similarly how the Autonomous Ships mod does it. No matter how expendable frigates/destroyers are, I care for them and their survival.

    Yeah - it's just not something I really want to delve into; officers + faction aggressiveness slider (which has no impact outside of battles involving the player) feels about right for me.


    • Added to SettingsAPI:
      • FactionAPI createBaseFaction(String factionId);

    What exactly does this do?

    It lets faction data be queried outside the campaign, such as say in a combat plugin running inside a mission.


    Could you pair this with a reduction in the drugs needed by mining?  Right now, if I have Industrial Planning at 2, and use an alpha core on my base population and an AI core of any grade on mining, I can meet the drug requirements without having to have a free port with light industry; once this change goes in, that will no longer be the case.

    Hmm - design-wise, I'd rather not have skill effects apply to specific pieces of content like that, if that makes sense. I also like the idea of Mining requiring a larger world's infracstructure (or free port etc) to provide the needed drugs.


    Any hope of changes to how blueprints are looted so stuff you have already is just dropped as a duplicate for selling or rerolled into something else?

    It's something I want to look at, but haven't formed an opinion one way or the other at this point.
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