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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351593 times)

CrashToDesktop

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #420 on: May 11, 2019, 11:14:40 PM »

Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.
Alex did say there were a lot of exceptions.  The Buffalo Mk.II feels like one of them, though the Shirke doesn't.
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Histidine

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #421 on: May 11, 2019, 11:53:04 PM »

Quick thoughts:

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

- 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?

- 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.
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Originem

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #422 on: May 12, 2019, 01:07:25 AM »

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

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #423 on: May 12, 2019, 01:45:55 AM »

Loving the Atlas MK2.
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TrashMan

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #424 on: May 12, 2019, 02:24:39 AM »

Looking good so far.
Only 4 industries max, eh? Ouch. :o (I understand why it was changed though.)

Yeah! Kind of has to be a low-ish max limit, otherwise a high colony size still means "get everything"...

I think it might be a bit too low.

You need a BIG planet for "get everything" and a GOOD planet.
Finding one that you can colonize that fits both...very few such planets around.
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #425 on: May 12, 2019, 03:30:38 AM »

Also loving the Atlas Mk2. It's downright scary. I bet the pirates are ecstatic about their new toy. ;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.



The one downside so far: Pather/pirate bases are now truly hidden away. No sneaky peeking into the planet list to see where they're hiding. (Admittedly, this was of course very cheap and obviously unintended.)
I don't mind the pirates, since you can get spacers drunk to find them. But I don't really like the pathers' unavoidable sneak attacks combined with their base(s) being a needle in a haystack.
I think I managed to disable pather cells altogether in the config and that's how it'll stay for the time being.
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Serenitis

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #426 on: May 12, 2019, 03:57:44 AM »

Bloody pirates stole my cargo pods!
Thats new...

I don't mind the pirates, since you can get spacers drunk to find them. But I don't really like the pathers' unavoidable sneak attacks combined with their base(s) being a needle in a haystack.
Pathers get a similar bar event to the pirates now. It just costs you something other than time.
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Dark.Revenant

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #427 on: May 12, 2019, 03:59:05 AM »

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!
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Schwartz

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #428 on: May 12, 2019, 04:20:17 AM »

Pather bases also aren't as insane with escort fleets as they used to be. Maybe I've just been getting lucky.

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.
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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #429 on: May 12, 2019, 04:25:50 AM »

Pathers get a similar bar event to the pirates now. It just costs you something other than time.
Ah, thanks! That's good to hear.
Yep, that's a very intentional change!
And a very welcome one! Getting to other places is less of a chore now. :)
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #430 on: May 12, 2019, 06:16:57 AM »

- 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.
Back in 0.9, Commerce was only useful for the bugs involving infinite money and commodities.  Maybe upkeep is low enough now, but it was not in 0.9 (if not abusing bugs).  It needs some additional benefit to be worth using if it takes an industry slot.

As for a new suggested benefit, how about Military Base (Surplus Store), but without the tariff, if combined with Military Base.  Player can buy some stuff his colony can make, without waiting a month or more for the production orders.

For me, the biggest reason I do not use Commerce is inconsistent defaults for my colonies depending if it has Commerce or not.  If my colony does not have Commerce, it defaults to storage.  If my colony has commerce, it defaults to Open Market.  That is annoying.  Few times, I almost bought or sold stuff because I thought I was in Storage but was in Open Market instead.
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CrashToDesktop

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #431 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 #432 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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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #433 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 #434 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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