Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 24 25 [26] 27 28 ... 62

Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351571 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #375 on: May 10, 2019, 01:37:44 PM »

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

Yes :( Also fixed.

The Falcon is intentional, though, being a light cruiser and whatnot.


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

Aw, sorry to hear that's going on - hope it heals up soon!
Logged

Megas

  • Admiral
  • *****
  • Posts: 12118
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #376 on: May 10, 2019, 02:43:30 PM »

Downloaded!  I have a lull between distractions to try this.
Logged

Zhentar

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #377 on: May 10, 2019, 03:10:31 PM »

Blog post typo: "Added abmient sound track"
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #378 on: May 10, 2019, 03:13:06 PM »

Downloaded!  I have a lull between distractions to try this.

Nice! Hope you enjoy.

Blog post typo: "Added abmient sound track"

Thank you - fixed that up.
Logged

Hiruma Kai

  • Admiral
  • *****
  • Posts: 878
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #379 on: May 10, 2019, 03:18:42 PM »

Alex, first wanted to say thanks for the release!

Second thing that jumps out at me however is the Iron Man start option doesn't seem to work anymore.  I mean the game plays fine but it doesn't seem to restrict saving anymore, or perhaps a flag isn't being set right at character creation?  Certainly not a big deal, but probably isn't intended behavior.  For reference, just started with iron man checked, help popups off, then wolf start with kite and doing the tutorial.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #380 on: May 10, 2019, 03:23:27 PM »

Ah, thank you (and sorry!) - fixed this. Hardcoded it to be off when loading someone's iron mode save for a bug report, and never turned it back to normal.
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7174
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #381 on: May 10, 2019, 03:39:18 PM »

Hot take: increased ship prices for larger ships are making me value the D mod destroyers and cruisers I can recover a lot more, and I'm using them in the early game. Finished the tutorial with an extra heavily D modded Hammerhead and a medium D mod Venture recovered from pirates: still using them as buying ships is too expensive, and its a nice experience to need to factor in what they can and cannot bring to the table. The upshot of valuing these ships more, and then using them, has been an even faster early game progression that was absolutely fraught with danger! (Destroyed a 140k station + pirate fleet right out of finishing the corvus tutorial, and it was a hell of a battle. And now that ships cost more, I still can't really afford cruisers yet, so the struggle isn't over! :) )

So far so good!
Logged

pairedeciseaux

  • Captain
  • ****
  • Posts: 340
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #382 on: May 10, 2019, 03:40:08 PM »

Downloaded!

Time to start a new vanilla campaign - looking forward to test the new colony progression, the combat changes, and new pirate Shrike, and .. and .. and ...  :D

Congratulations on the new release!
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #383 on: May 10, 2019, 03:40:53 PM »

Hot take: increased ship prices for larger ships are making me value the D mod destroyers and cruisers I can recover a lot more, and I'm using them in the early game. Finished the tutorial with an extra heavily D modded Hammerhead and a medium D mod Venture recovered from pirates: still using them as buying ships is too expensive, and its a nice experience to need to factor in what they can and cannot bring to the table. The upshot of valuing these ships more, and then using them, has been an even faster early game progression that was absolutely fraught with danger! (Destroyed a 140k station + pirate fleet right out of finishing the corvus tutorial, and it was a hell of a battle. And now that ships cost more, I still can't really afford cruisers yet, so the struggle isn't over! :) )

So far so good!

*thumbs up* This is awesome to hear!


Downloaded!

Time to start a new vanilla campaign - looking forward to test the new colony progression, the combat changes, and new pirate Shrike, and .. and .. and ...  :D

Congratulations on the new release!

Thank you!!
Logged

eidolad

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #384 on: May 10, 2019, 04:09:35 PM »

Pure fanboi gushing:

Two years ago I shifted from VoIP support engineer to front end web app development (Angular2+)...in June 2018 I note that is when I downloaded StarSector for the first time.  So there I was a tadpole developer playing StarSector and having envy attacks at seeing the Coolest Java Project Ever. 

(minor aside:  I didn't know people could actually have FUN doing Java (I'm just kidding, a little...I just cannot get excited about learning Java to then spend my time writing REST endpoint/business-database layers that seem to occupy Java folks in my realm) ).

Now having built a few small software things and feeling a fair amount of imposter syndrome some days, I only can say that there is something wunderbar about seeing real people touching/liking what you've built (and of course, finding bugs and helping making it better, and hopefully asking for more, which is the best complement IMHO in software development).

To be able to do this for a personally originated software project that involves *combat starships in a sandbox galaxy with career/campaign/empire building/modding api/etc./MOAR/OMG do a mashup with Stellaris I'm dying heey-*

...well as a total sci-fi geek, I can only imagine.

Congrats on the release!
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #385 on: May 10, 2019, 04:17:18 PM »

Haha, thank you! Yeah, it's a bit surreal at times :D
Logged

Clockwork Owl

  • Admiral
  • *****
  • Posts: 790
    • View Profile
    • Starsector South Korean Community
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #386 on: May 10, 2019, 05:06:10 PM »

Finally! Is it stable or is 9.2 planned?
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #387 on: May 10, 2019, 05:14:37 PM »

Yay!  Congrats, Alex :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #388 on: May 10, 2019, 05:19:49 PM »

Congratulations on the release, Alex!
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #389 on: May 10, 2019, 05:29:47 PM »

Finally! Is it stable or is 9.2 planned?

There may be a hotfix, depending, but not planning on a .9.2.

Yay!  Congrats, Alex :)
Congratulations on the release, Alex!


Thank you guys!
Logged
Pages: 1 ... 24 25 [26] 27 28 ... 62