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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351599 times)

Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #480 on: May 15, 2019, 06:36:37 PM »

It's not super likely, but it could happen, yeah. IIRC that's not an "intended" bunch of probes together, just the RNG - within allowed parameters - determining that it'll be like that, one probe at a time.
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Vind

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #481 on: May 15, 2019, 09:27:41 PM »

One problem with inner-system hardware - enemy captures it then visiting independents recapture it and your own system ships ignore it afterwards as independents are friendly so colony sit without relay etc from now on until player visit. PS This is in a system with 2 player colonies only with yellow warning hyperspace beacon.
« Last Edit: May 16, 2019, 02:07:00 AM by Vind »
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #482 on: May 15, 2019, 09:54:29 PM »

Let me make a note, that sounds like a case I missed. This is in a system with no independent colonies, right?
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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #483 on: May 15, 2019, 10:14:10 PM »

I had independents claim all the objectives in my beacon system colony once. Didn't have any patrols yet so I don't know if they would have taken them back, though.
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Baxter

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #484 on: May 15, 2019, 11:49:28 PM »

I just found out about this patch and man there are a lot of very nice things in the patch notes. :D

Particularly appreciated are the many and varied changes to ship AI, escort and carrier behavior in particular. This was a particular point of contention for me in the last patch and it seems like a bunch of other people had problems too if it's gotten addressed. Thanks so much alex!

Not sure if I should download and start playing straight away though. Seems like there's some oddity with ship rarity and markets, so maybe waiting for just ooone more fix would be good.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #485 on: May 16, 2019, 05:44:57 AM »

After playing 0.9.1 more, I get highly annoyed with traveling with tugs in my fleet to keep my speed high.  With less income, Erratic Fuel Injector, and more expensive ships and colony building, fuel costs are not negligible, and I think I will start grabbing Navigation in my future games (or maybe my current game since I have unspent points due to decision paralysis), even if I need to give up Fighter Doctrine or Planetary Operations to do it.

With Navigation 3, I can either knock off two tugs from my fleet or remove Augmented Engines from my slowpokes and give them better hullmods.  In a way, Navigation can indirectly boost combat power by removing either two tugs from the fleet (more combat ships) or Augmented Engines (stronger cruisers and capitals).

I like to have all three colony skills like the important NPCs (e.g., Kanta, CEO Sun), but if I do this, then either Planetary Operations, Fighter Doctrine, Navigation, or a combat skill must go (and I still have slightly less combat skills than max level officer if I give up a fleet or campaign skill).  Before anyone says alpha core, I really dislike dealing with Pather cells, and being able to have maximum colonizes without being bothered by Pathers is really nice.

P.S.  I visited some really huge systems, and at least one of them was colony worthy (in 0.9.1 standards).  I probably would be highly annoyed if I need to travel far to a jump point and/or through nebula every time I need to return to my home base, so in such a game, Transverse Jump would be really handy.

In my current game, there is an annoying huge system with only one jump point and no planets, and pirate bases spawn there recurringly.  This is probably one system where I really want Navigation.  (I did not get this kind of system to slog through in my earlier 0.9 games.)
« Last Edit: May 16, 2019, 05:58:16 AM by Megas »
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BHunterSEAL

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #486 on: May 16, 2019, 07:27:32 AM »

I think I noticed this in the prior patch as well, but what's driving the price difference between the vanilla and (P) Cerberus variants? The Pirate-skinned version gets the standard 'heavily modified and poorly maintained' flavor text but I see no difference in stats or hullmods. If I recall there's other unmodified (P) hulls which cost the same as their counterparts. 
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Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #487 on: May 16, 2019, 07:31:48 AM »

In my current game, there is an annoying huge system with only one jump point and no planets, and pirate bases spawn there recurringly.  This is probably one system where I really want Navigation.  (I did not get this kind of system to slog through in my earlier 0.9 games.)
Let me guess, Penelope's Star? ;D
It takes ages to find the pirate station there whenever it spawns (and it does so frequently), so I inhabit a planet there in all of my games just to keep the trash out.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #488 on: May 16, 2019, 08:51:07 AM »

No, random system beyond core worlds, with no planets, lots of asteroid belts, and only one jump point.  Also, the relays are beyond the outermost belts, so it takes a while to get there, or anywhere in the system.  At least Penelope's Star has many planets and mostly empty space, so that pirate base can be guessed where they are it.

Speaking of silly pirate base spawns, I had one spawn in a neutron star system, although the base was next to a jump point.  Neutron stars are the most annoying systems, only worth it for the near guaranteed spawn of a research station or other high-value treasure spawn, and then forgotten after they are looted.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #489 on: May 16, 2019, 10:06:02 AM »

I had independents claim all the objectives in my beacon system colony once. Didn't have any patrols yet so I don't know if they would have taken them back, though.

I'll take a look - thank you, that's also a useful bit of info.


Particularly appreciated are the many and varied changes to ship AI, escort and carrier behavior in particular. This was a particular point of contention for me in the last patch and it seems like a bunch of other people had problems too if it's gotten addressed. Thanks so much alex!

:D

Not sure if I should download and start playing straight away though. Seems like there's some oddity with ship rarity and markets, so maybe waiting for just ooone more fix would be good.

Hmm - nothing that I'm aware of!


I think I noticed this in the prior patch as well, but what's driving the price difference between the vanilla and (P) Cerberus variants? The Pirate-skinned version gets the standard 'heavily modified and poorly maintained' flavor text but I see no difference in stats or hullmods. If I recall there's other unmodified (P) hulls which cost the same as their counterparts.

It's mostly flavor. The price difference, is, uh, for the cool paintjob. Haven't you heard that the red ones go faster?

(Fixed this up, thank you for mentioning it.)
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Stormking

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #490 on: May 16, 2019, 10:42:32 AM »

Showerthought from playing the latest update:
since it's a career simulator in many ways, a timeline view would be a really cool feature. Something that shows all past battles, when one has lost/gained/stashed/recovered ships, when one has learned new blueprints, a graph of money and manpower, all those things.
I'd like to look back and see how far I've come already, since the journey is rarely linear and that's what makes it so compelling. Sometimes you limp away from a fight and rebuild. Sometimes you make unexpected finds.
A timeline tool would be a great way to focus on that aspect, to be able to look back and tell a good story with it.

Actual feedback to come soon.  :)
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #491 on: May 16, 2019, 10:46:41 AM »

Hmm, yeah - this sort of thing could fit in especially nicely when the game has an ending (even if the player is allowed to keep playing past the "ending", if they so choose...)
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #492 on: May 16, 2019, 11:49:24 AM »

One problem with inner-system hardware - enemy captures it then visiting independents recapture it and your own system ships ignore it afterwards as independents are friendly so colony sit without relay etc from now on until player visit. PS This is in a system with 2 player colonies only with yellow warning hyperspace beacon.
I had independents claim all the objectives in my beacon system colony once. Didn't have any patrols yet so I don't know if they would have taken them back, though.

Fixed - was indeed not checking for this in a couple of places.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #493 on: May 16, 2019, 01:11:55 PM »

After I played with Legion (XIV) armed with a loadout that worked well with it (four Railguns, two Heavy Mortars, three Dual Flak, and Hammer Barrage), I decide to try a similar loadout on standard Legion after I found the blueprint (stole it from the Luddic Church).  Turns out without missiles, flux efficiency is a problem.  Obviously, Hellbore on large is good, especially with the passthrough buff.  Railguns and Dual Flak stay.  Then, I need something flux efficient and found... Thumper!  Normally, Thumper is underwhelming, but Hellbore blows big holes into armor, and the Railguns deal with the shield.  Thumper is very fast, very flux efficient and has high DPS.  Of course, missiles can be installed instead of Thumper, but for those that want unlimited ammo (that can hurt things), Thumper is useful for this case.

* * *

After trying the more efficient Light Needler, I deem it a simple near-equal or slightly inferior Railgun alternative, instead of an inferior Railgun knockoff from 0.9.  Railgun is probably still the better weapon (but not by much) because it has cheaper OP cost and steady firing.  Even though Light Needler is more flux efficient, it still has that huge burst that causes a flux spike for the attacker, and the attackers that need efficiency probably cannot handle flux spikes very well.
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #494 on: May 16, 2019, 01:29:59 PM »

Huh, nice to see a good use for the Thumper!

I find myself using the Hephaestus more than the hellbore recently, exactly for the issue of hull damage you are talking about. I find it has 'good enough' anti-armor penetration damage for most enemies, but then chews through the hull significantly faster (not especially good against armor monsters, so support for the initial crack against them is nice). Shield flickering also becomes mostly ineffective against it. Its very much like a HIL that does hard flux damage at the cost of half the armor penetration, and I do like HILs.
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