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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 200776 times)

The Soldier

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #435 on: May 12, 2019, 09:20:44 AM »

Do these bases progress, anyway? Would catching a Pather base early allow me to kill it at a lower tier? Because that could be a decent incentive to deal with stuff in a timely fashion.
That's how it worked previously, I wouldn't expect that to change.  More ring sections get added to the station as time passes.
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MajorTheRed

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #436 on: May 12, 2019, 09:30:14 AM »

Aurora is stated costing 70 000, I guess it was missed in the update?
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Awe

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #437 on: May 12, 2019, 09:48:57 AM »

Quote
Punitive expeditions:
Will result in a 5-point reputation penalty when/if the expedition fails
No reputation penalty for fighting the expedition's fleets

Doesnt work for Hegemony inspection fleets. Any attacks still lead to war. Wad or bug?
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #438 on: May 12, 2019, 09:58:39 AM »

Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.

Yep, intentional - the Shrike is a light destroyer, and I think the lower price gives it more room to shine as a player flagship before it gets outclassed by "proper" destroyers. It's still useful as a support ship afterwards, but this is more about use as a flagship. The Buffalo2... I mean, it's the Buffalo2 :)


- New escort order is certainly living up to its promise from the previews.

Yesssss!

- So the named lore characters appear ingame now, cool! Shame they don't seem to have any special quests or dialogue. Would that be added in a future version?

:-X

- Commerce counts towards industry cap. This is a significant nerf to a structure of already questionable utility; it just adds +1 stability (when you can hit the cap of 10 from other sources quite easily anyway), and adds some convenience for selling off vendor trash.
If it's to stay an industry, perhaps it could generate other benefits. I think a credit income based on the market's trade volume (all commodities) would be nice and fitting.

Hmm, maybe, yeah. It's an "industry" mainly because if it wasn't it'd just be a thing you auto-build, but it could certainly use another look.


seems that in hullmod, auto-warp can't handle %s string correctly :-\

Could you show me an example? It's wrapping the string after doing replacements so I suspect something else is the issue.


Loving the Atlas MK2.

:D


I'm not sure if this is due to randomized numbers, but it appears that the number of clouds in hyperspace have been toned down?
The map I created in 0.9.1a is much, much more traversable than the one I created in 0.9a. I am VERY grateful for this.

Yep, that's a very intentional change!

Indeed! A fairly minor one, too, but it's good to hear it's having a perceptible effect.



I think Pirate bases could do with a little bump, especially later in the game. Lowtech and midline tier 1 is just a fly on the wall at this point.

Do these bases progress, anyway? Would catching a Pather base early allow me to kill it at a lower tier? Because that could be a decent incentive to deal with stuff in a timely fashion.

They should upgrade to the next tier... very roughly once a year or so. After a couple of years, new bases that spawn would only be of the 2 or (more likely) 3 module variety.


Aurora is stated costing 70 000, I guess it was missed in the update?

Yeah; fixed for the... warmfix, I guess we'll call it, which ought to be in several days, depending on what comes up.


Quote
Punitive expeditions:
Will result in a 5-point reputation penalty when/if the expedition fails
No reputation penalty for fighting the expedition's fleets

Doesnt work for Hegemony inspection fleets. Any attacks still lead to war. Wad or bug?

Wad :) IIRC the reason for the expedition change is it was more beneficial to let your allied fleets/station take care of them to avoid rep loss, instead of fighting them yourself. For inspections, this isn't an issue, since either way leads to war.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #439 on: May 12, 2019, 10:49:15 AM »

Huh?
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goduranus

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #440 on: May 12, 2019, 11:17:37 AM »

Either someone made a post about discovering Redacted wrecks and thought they could be recovered, made a post about it, then discovered they couldn't and deleted the post, or I'm going nuts.

Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #441 on: May 12, 2019, 11:32:49 AM »

Either someone made a post about discovering Redacted wrecks and thought they could be recovered, made a post about it, then discovered they couldn't and deleted the post, or I'm going nuts.

... could be (keeping that intentionally ambiguous!). You deleted your previous post, though, or *I'm* going nuts :)
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #442 on: May 12, 2019, 11:44:23 AM »

They should upgrade to the next tier... very roughly once a year or so. After a couple of years, new bases that spawn would only be of the 2 or (more likely) 3 module variety.

Nice! I'm at Oct. 225 right now and still getting a lot of tier 1 pirate bases. Is that working as intended?
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #443 on: May 12, 2019, 11:47:14 AM »

Doesn't sound like it - would you mind sending me your save? fractalsoftworks [at] gmail [dot] com.
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #444 on: May 12, 2019, 12:10:10 PM »

On its way!
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #445 on: May 12, 2019, 01:06:34 PM »

Thank you! Will check it out in a bit and report back.
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Tartiflette

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #446 on: May 12, 2019, 02:11:25 PM »

I'm not sure if this is due to randomized numbers, but it appears that the number of clouds in hyperspace have been toned down?
The map I created in 0.9.1a is much, much more traversable than the one I created in 0.9a. I am VERY grateful for this.
Wait what? You mean we can't ride storms across the sector at burn 30+ anymore? And now we have to slog across at the base sustained burn speed? Aw crap.
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #447 on: May 12, 2019, 02:20:26 PM »

Thought I'd share this with you Alex and David: A friend of mine just got laser eye surgery, going from incredibly bad (legally blind without glasses, not great at all even with glasses) to near perfect vision. They saw me playing the new update: "Wow, I never knew this game was so pretty! Its gorgeous!"

Assault Chain Gun changes in practice: Ahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha *hack cough hack * haha. Perhaps a little overtuned but certainly no reason to change it at all. Nope.
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TJJ

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #448 on: May 12, 2019, 02:48:49 PM »

The Windows installer is still triggering Windows Defender's Smart Screen, as it did with the previous release. (as per this thread)
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #449 on: May 12, 2019, 03:21:08 PM »

Thought I'd share this with you Alex and David: A friend of mine just got laser eye surgery, going from incredibly bad (legally blind without glasses, not great at all even with glasses) to near perfect vision. They saw me playing the new update: "Wow, I never knew this game was so pretty! Its gorgeous!"

:D

Assault Chain Gun changes in practice: Ahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha *hack cough hack * haha. Perhaps a little overtuned but certainly no reason to change it at all. Nope.

HMMMMMMM. (Totally leaving it as-is; I'm curious to see how it develops.)


The Windows installer is still triggering Windows Defender's Smart Screen, as it did with the previous release. (as per this thread)

Thanks for the heads up! <deep sigh>
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