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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 0.9.1a (Released) Patch Notes  (Read 351608 times)

Otharious

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #360 on: May 07, 2019, 02:47:09 AM »

How is this update looking to be save compatible?
I guess the changes to map generation wont take effect unless its a new game?
(i have yet to find a working save transfer to bring my fleet+Char over, or even how to do that manually) D:
Might just restart and work to getting my conquest again :3
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Ali

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #361 on: May 07, 2019, 05:00:50 AM »

Did we used to have or is it a possibility to have faction specific starts for the future? IE -  Start with small ship or mini-fleet for hedgemony, tri-tach, pirate etc Inc max rep with that specific faction?
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Cyan Leader

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #362 on: May 07, 2019, 06:01:53 AM »

How is this update looking to be save compatible?

Last I heard was that this update was both save and mod compatible.
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Megas

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #363 on: May 07, 2019, 06:34:12 AM »

I guess the seeds still output the same sectors.  Of course, cannot rely on abandoning colonies to remove Decivilized due to that getting fixed.
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Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #364 on: May 07, 2019, 09:01:24 AM »

How is this update looking to be save compatible?

It's save-compatible, at least in my testing. There's an outside chance that *some* combination of factors might make a save not load, but I'd be surprised.

Also: if you're running with mods, at least some mods will likely require updates to work with .1 (but, in theory, should be fine with existing saves once updated, if the updates are purely for .1 compatibility).

I guess the changes to map generation wont take effect unless its a new game?

Right, yeah.


Did we used to have or is it a possibility to have faction specific starts for the future? IE -  Start with small ship or mini-fleet for hedgemony, tri-tach, pirate etc Inc max rep with that specific faction?

You might be of Nexerelin? This isn't something I'm too keen on adding; I'd rather choices like that be made in the game rather than before the game. (Though it does make sense for Nex; just not imo for vanilla.)


I guess the seeds still output the same sectors.  Of course, cannot rely on abandoning colonies to remove Decivilized due to that getting fixed.

The seeds won't produce the same Sector, no - that stuff is pretty fragile, and changes to Sector generation pretty much guarantee seeds producing different results.
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SCC

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #365 on: May 09, 2019, 12:09:43 PM »

Do comm sniffers increase the chances of getting "Fleet Departure" intel? And are there other ways to get it?

Alex

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Re: Starsector 0.9.1a (In-Dev) Patch Notes
« Reply #366 on: May 09, 2019, 05:36:07 PM »

IIRC comm sniffers don't have anything to do with chances, it's just "as if you were also there", so you'll see stuff that's local to that system. As such it should increase the number of fleet departure intel items you see, but I didn't go code-diving, so could be a bit off on the details.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #367 on: May 10, 2019, 01:11:20 PM »

It's out!
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #368 on: May 10, 2019, 01:14:14 PM »

Woo!
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Vayra

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #369 on: May 10, 2019, 01:23:29 PM »

WOO!
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im gonna push jangala into the sun i swear to god im gonna do it

Vayra

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #370 on: May 10, 2019, 01:31:07 PM »

Did you forget the Aurora in the price update?  ;D

Edit: And the Falcon? It being cheaper than the Venture when the Venture straddles the line between militarized civ (i.e. colossus and refits) and actual combat cruiser seems off.
« Last Edit: May 10, 2019, 01:32:57 PM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
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im gonna push jangala into the sun i swear to god im gonna do it

Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #371 on: May 10, 2019, 01:32:35 PM »

... apparently, yes. Hotfix incoming! (Well, no, not really - but yeah, will fix this up so it makes it into any hotfix that needs to happen.)
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Vayra

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #372 on: May 10, 2019, 01:33:29 PM »

Heh. Falcon too, maybe? I edited my post but there's a new page now so:  It being cheaper than the Venture when the Venture straddles the line between militarized civ (i.e. colossus and refits) and actual combat cruiser seems off.

Anyway, WOO!

Edit: Also that Atlas Mk.II supply cost  :o
Edit2: Oh wait, you switched the Atlas and its Mk.IIs supply costs, didn't you  ;D
« Last Edit: May 10, 2019, 01:36:26 PM by Vayra »
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im gonna push jangala into the sun i swear to god im gonna do it

Midnight Kitsune

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #373 on: May 10, 2019, 01:35:12 PM »

Damnit Alex! Of COURSE you release when I have a wrist injury! >.<
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FooF

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #374 on: May 10, 2019, 01:36:00 PM »

w00t!

I was hoping it'd be today... :D
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