Starsector > Announcements

Starsector 0.9.1a (Released) Patch Notes

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Alex:

--- Quote from: Wyvern on January 31, 2019, 01:00:34 PM ---Some really good stuff in here!  One that I have some questions about, though:

--- Quote from: Alex on January 31, 2019, 12:29:07 PM ---
* 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
--- End quote ---
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.)

--- End quote ---

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.)

Drone_Fragger:
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.

Vayra:

--- Quote from: Alex on January 31, 2019, 12:29:07 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
--- End quote ---

ALEX WHY  :'(

More seriously:


--- Quote from: Alex on January 31, 2019, 12:29:07 PM ---
* Ships produced by the player's colonies will use the proper ship name prefix configured for the faction
--- End quote ---

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?

From a Faster Time:

--- Quote from: Alex on January 31, 2019, 12:29:07 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 overallBugfixing:

* 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% issueHow 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
--- End quote ---

Subarashii!

Baqar79:
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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