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Author Topic: Starsector 0.95a (In Development) Patch Notes  (Read 25504 times)

Alex

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Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 01:26:39 PM »

Important: this list of changes is not comprehensive, both because a number of things are still in progress, and because I'm sure I've forgotten to include a few things along the way.

Changes as of October 16, 2020

Campaign:
  • Added a number of story-related missions and a hint of an endgame threat
  • Data found in derelicts should no longer point to derelict ships that can expire and despawn
  • Improved cargo screen performance when taking or leaving a VERY large number of items
  • Ships produced at player colonies will be at 50% combat readiness when retrieved
  • "Moving slowly":
    • Now at half the burn level of the slowest ship rather than being fixed at burn level 2
    • "Sensors" skill gives bonus to this burn level
    • Go Dark: forces "moving slowly" instead of having a separate movement penalty
    • Active Sensor Burst: can move slowly while charging it up
    • Still reduces sensor profile while in applicable terrain (rings, asteroid fields, debris fields)
    • Asteroid fields: chance for moderately damaging asteroid impacts on ships when not moving slowly
      • AI will move slowly through asteroid fields
    • Hyperspace storms: slow-moving fleets do not attract storm strikes
      • AI will move slowly through storms instead of trying to avoid them
  • Added campaign tutorial section explaining the "move slowly" key
  • Emergency Burn, Transverse Jump: may be activated when combat readiness is too low
    • Chance for the low-CR ships to suffer moderate damage
  • Debris fields: can only be scavenged through once; explored fields marked on map
  • Skill system revamp:
    • Four aptitudes
    • Each aptitude has 5 tiers of 2 skills each
    • Pick one of two skills at each tier
    • Can pick other skills after reaching tier 5 and wrapping around
    • One skill point spent per skill to unlock its effects
    • Maximum level is 15
    • Gain story points have a variety of uses in the campaign; 4 per level
      • Also keep gaining story points at a steady rate at max level
    • Story point uses often grant "bonus XP" which increases XP gain
      • "Weaker" uses of story points grant more bonus XP
  • Story point uses include (but are not limited to):
    • "Piloted ship" skills can be raised to "elite" level, unlocking an additional effect
    • Building a limited number of permanent hullmods into ships, making the cost 0 ordnance points
    • Making improvements to industries
    • Disengaging from an aggressive fleet without a fight
    • Forcing a fleeing fleet to engage
    • Other mission and interaction-specific options
  • Added a historian you can meet in bars throughout the Sector
    • May share possible locations of valuable blueprints or lost technology (requires story points)
    • Eventually gives you access to graphs detailing your playthrough
  • Officers:
    • Maximum level is 5
    • Pick one of 4 skills on level-up
    • Can mentor, increasing their XP gain, skill selection, and affecting their personality (story point)
    • Can raise one skill to "elite" level (story point)
    • When an officer joins your fleet, their level is shown (most relevant for officers found in cryopods)
    • Can now see an officer's skills' effects when hiring them, instead of just seeing the skill names
    • Officers can now be moved around in the officer list using click & drag
  • Added "personal contacts" mechanics:
    • Meet various trade, military, and underworld figures, and build a relationship with them
    • Contacts will offer missions/opportunities based on the type of contact they are
    • More dangerous missions / higher rewards as relationship improves
    • Can prioritize some contacts to get more missions from them
    • Maximum of 5 contacts at a time; can be exceeded using story points
    • Military contact bounties offer some of the most challenging fights in the game
    • All types of contacts allow you to order ships/weapons/fighters, without having a colony
      • Trade: use your own blueprints only
      • Military: use own, or faction's blueprints
      • Underworld: order good stuff regardless of blueprint availability; more expensive
        • Underworld contact functions as "arms dealer"; not selling production capacity
        • Is a way to get access to rare ships/items that might otherwise be too hard to find
    • Over 20 total types of missions/opportunities offered by contacts
  • Officers rescued from sleeper pods may now occasionally exceed the maximum level and have more elite skills than usual
  • Added mercenary officers:
    • High-level with some elite skills, do not level up, higher signing bonus and salary
    • Do not count against normal officer limit
    • Require a story point to hire
    • Contract is limited-duration (1 cycle); extending it requires another story point
  • Changed officer and admin spawning:
    • More likely to be found overall
    • More likely at larger colonies and colonies with spaceports, military bases, etc
    • More likely to find "mercenary" type officers at "free port" colonies
    • Officers are less likely to be timid
    • Reduced number of 0-skill admins for hire, increased number of 1-skill ones
  • Adjusted AI fleet compositions:
    • Less top-heavy (i.e. fewer large ships), more even mix of ship classes on the high end
    • Use "mercenary" type officers to augment the fleets and go above the 10 officer limit
  • REDACTED probe/etc defenses: now use Gamma and Beta AI cores as their strength goes up
  • REDACTED fleets/defenses: updated use of AI cores as officers; generally considerably stronger overall
  • Added 10 heavy machinery on game start so some scavenging can be performed right away
  • Can use a story point to recover an otherwise unrecoverable derelict ship (only applies to derelict ships found in the campaign, not during a combat encounter)
    • Some ships (such as REDACTED ships when the player doesn't have the proper skill) are not recoverable this way
  • Post-combat ship recovery:
    • Can recover normally-recoverable ships, as before
    • Can spend story points to recover ships that would normally be lost
      • Variable amount of bonus experience depending on ship's deployment cost
      • Ships from your own fleet always grant 100% bonus XP if recovered
    • Number of recoverable ships shown not limited by maximum number of ships in player fleet
  • Added skill that allows recovery of REDACTED ships
    • Can not be directly controlled by the player
    • Can only be captained by AI cores
      • Added special skill selection and integration mechanics for ships with AI core captains
  • Added unique capital-class ship that can be acquired by the player. Good luck.
  • Exploration intel:
    • Intel about locations of debris fields should now be removed after they've been scavenged
    • Added "delete intel" button to "location of <entity/planet/etc>" and similar types of intel
  • Added small chance for organics deposits for toxic planets
  • Hegemony inspection, punitive expeditions:
    • Bribe cost drastically reduced
    • Bribing now requires a story point
    • Goal is to move away from dealing with these via bribes being a pure calculation of bribe cost vs profit brought in
  • Can now add a stable location to a star system without one, that has a primary star
    • Done by interacting with the primary star
    • Requires fuel and heavy machinery (consumed) and an Alpha Core (not consumed)
  • Tech Mining:
    • Installing an Alpha Core now increases the amount of finds by 25%
  • Pirate bases should no longer spawn in systems with neutron stars/pulsars
  • New ship warp in/out sounds for transiting between systems and hyperspace
  • Added tooltip to d-mods indicator in fleet screen; also to built-in-mods indicator
  • Laying in a course for a star in the hyperspace map will now lay in course for the closest jump-point into the system rather than the star's gravity well
  • Adjusted colony interaction dialog to make it a bit more apparent you can buy ships
  • Bar delivery mission destination should no longer be dominated by remote player colonies
  • Changed how maximum number of ships in player fleet works:
    • Limit is 30, as before
    • Is now a soft limit and can be exceeded - can recover ships, buy them, etc
    • Penalties for exceeding it are harsh (more supplies used, lower speed) so it's not viable to exceed it for long
    • Once the player has 25 or more ships in their fleet, an indicator is shown in the fleet screen
  • Salvaging and Scavenging now briefly increase the fleet's sensor profile by 1000 units
  • Emergency Burn no longer makes the fleet ignore terrain penalties
  • Increased effect of asteroid impacts on fleet speed
    • Emergency Burn, though it doesn't prevent the impacts, is effective at regaining the lost speed
  • Campaign fleet AI/behavior:
    • Increased average reaction time for use of Emergency Burn
    • Added extra timeout between repeated uses of Emergency Burn
    • Will try to "juke" the player while being pursued; this lets the player catch AI fleets more easily if they react well to the movements
    • More natural movement while "maintaining contact"
    • Improved maneuvering logic for when a number of small fleets decide to gang up on a larger one
    • More aggressive commanders require less of a numerical advantage from nearby allies to engage
    • In general a bit worse at avoiding being intercepted; was too good at it
    • Now capable of using jump-points inside a star's corona
  • Added the chance to be able to promote a junior officer to a ship command position after battle, uses a story point
  • Joining an ongoing battle, winning, and then your allies pursue: leaving (instead of joining the pursuit) will now give you salvage
  • Now possible for simulated trade fleets (i.e. ones that never got spawned due to player not being nearby) to be lost (and cause shortages etc), depending on enemy activity in relevant star systems
  • Bombardments will cause other in-system colonies to stops trading with the player for some time, depending on their relationship with the bombarded colony
  • Adjusted drops:
    • Mining stations have more thematic/reliable drops
    • Mining stations have a chance to drop a very large quantity of low-value commodities
    • Habitats and ruins have a chance to drop a very large quantity of low-value commodities
  • Adjusted commodity stats - possible to more easily sell large quantities of stuff profitably
  • Planetary Shield: can no longer be built on gas giants
  • Ruins in core systems now start out as explored
  • Person bounties: will now pay out if the target is destroyed by another fleet but the player is nearby
  • REDACTED fleets weaker than the player will fight when caught instead of trying to run away
  • Flagging intel as "important" will no longer prevent it from being removed when it expires
  • Added a new, very rare and powerful enemy
    • 13 new special weapons specific to this enemy
  • A very limited number and subset of these can be acquired by the player during each campaign
  • More types of weapons available for purchase at colonies, in smaller quantities
  • Ship weapons and fighters now sell for considerably more
  • When producing ships at a colony, an additional fee will be charged based on the weapons/fighters installed on the ship
    • This extra cost does not count against the monthly production capacity
  • Faction orbital stations in the campaign should have more consistent loadouts
  • Added "Being tracked by a <faction> patrol" message
    • Based on nearest in-system market
    • Indicates you won't be able to trade with it
  • Low-tier pirate bases have at least two modules (i.e. no more 1-module bases)
  • Greatly decreased pirate base bounty payouts
  • When engaging in combat with some of your ships at low CR and/or hull levels:
    • Added story point option to perform emergency repairs (grants 50% bonus XP)
  • When recovering ships after combat:
    • If an officer was in command, they will be reassigned back to that ship
    • The ship will be put in its original place in the fleet roster
  • Ship recovery: ship tooltip will show ship stats without penalties from the 0% combat readiness
  • Moderately reduced sell price of ship blueprints and special items such as Nanoforges
  • Entities / mission targets / etc spawning in the "outer system" will now generally spawn orbiting a far-out jump-point or planet at a medium range (3000-5000 units)
  • Increased XP gain from fighting more challenging battles; up to 500% more XP gained

Colonies/exploration/related:
  • Maximum post-Collapse colony growth limited to a maximum of colony size 6
    • "maxColonySize" in settings.json
  • Colonies get 1 extra industry slot for each size from 3 to 6, for a maximum of 4
  • Colonies exceeding maximum number of industries have stability reduced by 5
    • Can still only build new industries while under the limit
    • This just covers the limit changing after an industry has been built (say, due to a bombardment)
  • Instability growth penalty only applies at stability less than 5
  • Growth rate penalty for hazard rating greatly increased; goes up with colony size
  • Changed "growth incentives" to "hazard pay"
    • Can be toggled on and off, like free port
    • Monthly cost based on hazard rating; deducted from monthly income
    • Growth rate bonus always equal to hazard growth penalty plus a couple of points
  • Habitable, Mild Climate: now directly increase population growth in addition to reducing hazard
  • Free Port: reduced minimum growth bonus to 3 (was 5) and maximum growth bonus to 10 (was 25)
  • Cryosleeper: now has (gradually reduced) effect at up to 10 light-years; spawns in better star systems
  • Removed income bonus from stability higher than 5; now 100% at stability >= 5
  • Can "make improvements" to various industries, for a story point cost
    • Bonuses range from increased production to more specialized ones for certain industries
    • Story point cost doubles with each industry improved at a colony
      • Allows for colony specialization with a soft cap
  • Commerce:
    • Increases colony income by 50%, up to 100% with Alpha Core and improvements
    • Reduces stability by 3
  • Added orbital solar arrays: improve planet conditions/farming, can be found around some planets
  • Nanoforges: add Pollution when installed; becomes permanent after three months
  • Synchrotron: requires "No atmosphere" condition
  • Added 10 new items conditionally boosting various industries
    • Found where currently you would find a synchrotron or a nanoforge - so, larger pool of items
  • Eventide: added Orbital Solar Array condition; boosts farming, can be destroyed by a raid
  • Added megaproject that can be brought back online
  • Cargo Pods: cheaper to stabilize, stabilization adds 400 days (was: 150)
  • Salvage effectiveness with no heavy machinery is now 25% (was: 0%)
  • Fixed issue with pirate bases targeting player colonies respawning without a proper delay after such a base is destroyed

Revamped ground raid mechanics
  • Marine "units" based on raid effectiveness
    • Can select multiple objectives/which commodity etc to target
    • Raiding for commodities cause deficits at target colony
    • Raiding grants significant XP
    • In-system patrols will respond to a colony being raided (or bombarded)
    • Different objectives (commodities, special items,blueprints, etc) have different danger levels
      • Determines marine casualties
      • Source of commodity affects danger level, i.e. looting supplies from a Military Base is more dangerous than if the source is a Spaceport
    • Other factors affecting marine casualties:
      • Planetary Operations skill, hazard rating, reserves, high raid effectiveness (and very low raid effectiveness, too)
      • Repeated raids of the same colony
      • Marine XP level
  • Spaceport: removed "No spaceport" accessibility penalty when under construction or disrupted
  • Marine availability:
    • Marines harder to get in general - fewer available to buy
    • Mercs bar event gives 30-50 marines instead of 10 and the marines are elite
    • Now possible to find marines in cryopods while salvaging
  • Marine mechanics
    • Have XP, gained from raiding, gives bonuses to RE/reduces losses
      • Hiring new marines dilutes XP
    • When transferring marines, the ones in your fleet keep all of the XP if possible
      • Buying X marines and then selling X marines will not affect experience level
    • Can leave marines in storage/cryopods and come back later; they keep any XP excess XP that wasn't kept by the marines in your fleet
    • Just selling marines loses their XP
  • Added story option (50% bonus XP) that removes reputation penalty from raiding

Combat:
  • Weapon hit glow now varies in size depending on how effective the weapon is being
    • Considers skills, hullmods, damage type, armor, etc
  • Fighter oveloads no longer play ship overload sound effects
  • Phase ships no longer overload when maxing out flux while phased; phase cloak turns off instead
  • Explosion damage from torpedoes and such no longer affects other modules from a station or ship that was impacted directly
    • This is consistent with explosion damage not impacting the ship that was hit (i.e. only the primary impact damage applies; explosion damage applies to other ships only)
  • When setting a target ('R') ships will be given priority over fighters when nothing is targeted
  • Improved performance of weapon arc rendering; can result in a 10% overall increase in performance
  • Combat against REDACTED will have battle objectives (Nav Buoys etc)
    • Staton battles and battles against automated defenses of salvageable derelicts still don't
  • Deployment point distribution between opposing fleets now based primarily on number/level of officers
    • Is no longer updated as ships are destroyed; only computed once when an engagement round starts
    • Officer contribution does not depend on what type of ship they're in
      • But they do have to be on a ship, unassigned officers do not contribute
  • Battle objectives (Nav Buoys, Sensor Arrays, Comm Relays):
    • Now grant bonus deployment points equal to a percentage of battle size
      • 5% for Nav Buoys and Sensor Arrays
      • 10% for Comm Relays
    • Total with bonus can't exceed 60% of battle size (which is the normal cap for the larger fleet)
      • So: no bonus points for a fleet that already vastly outnumbers the enemy
    • Placement of objectives adjusted to create mostly "fair" distributions of Comm Relays
    • Goal is to give player means to even out a battle where they're outnumbered through aggressive play/splitting their forces
    • Objectives also have their current bonuses
  • Adjusted enemy admiral AI to value controlling points more
  • Default max battle size reduced to 400 (was 500) to account for various changes
    • In particular, battle objectives allowing up to 120% of max to be deployed
    • This can still be changed via the settings file

Ships/systems:
  • Added Fury-class light cruiser, high tech
  • Added Champion-class heavy cruiser, midline
  • Added Phantom-class phase troop transport
  • Added Revenant-class phase hybrid freighter/tanker
  • Brawler:
    • Changed ship system to Maneuvering Jets (was: Damper Field)
    • Increased shield arc to 270 (was: 150)
    • Increased supply cost to 6 (was: 4)
    • Increased flux dissipation and capacity (200 -> 250, 2500 -> 3000)
  • High Tech orbital station:
    • Fixed issue with wrong type of weapon slot
    • Added Fighter Chassis Storage to hangar module
  • Buffalo (TT): now has high-tech engine glows
  • Hammerhead:
    • Rear turrets no longer capable of facing directly to the front
    • Fixed slight alignment issue for left medium hardpoint, this is Very Important
  • Onslaught:
    • Reduced arc of side-facing large turrets
    • Added built-in Heavy Ballistics Integration
  • Enforcer:
    • Increased armor to 900 (was: 750)
    • Increased hull to 6000 (was: 5000)
    • Reduced shield flux/damage to 1 (was: 1.2)
  • Valkyrie: increased deployment/maintenance cost to 5 (was: 3)
  • Prometheus Mk.2:
    • Fighters now properly launch from launch bay visual locations
    • Cleaned up extraneous, unusable turrets present in hull file
  • Afflictor: changed two of the front-facing hardpoints from Universal to Hybrid
  • Vigilance:
    • Increased OP to 45 (was: 40)
    • Increased shield arc to 120 (was: 90)
    • Increased armor to 200 (was: 150)
  • Shrike: increased OP to 85 (was: 80)
    • Shrike (P) has 75 OP
  • Gryphon: increased OP to 140 (was: 130)
  • Recall Device: now has a 30 second cooldown
  • Astral:
  • Increased ordnance points to 250 (was: 230)
  • Increased deployment cost and maintenance to 50 (was: 45)
  • Gemini:
    • Added Civilian-grade hullmod (this is a situational buff)
    • Increased OP to 75 (was: 55)
    • Increased hull to 4500 (was: 3500)
    • AI now treats is as a combat ship rather than a carrier
    • Reclassified as "Combat Freighter"
  • Condor: increased cargo capacity to 120 (was: 40)
  • Drover:
    • Deployment/maintenance cost increased to 15 (was: 12)
    • Cargo capacity reduced to 40 (was: 80)
  • Reserve Deployment:
    • Now adds 1/2/3 fighters above max wing size and affects bombers as well
    • Cooldown increased to 60 seconds (was: 30)
    • Reduces fighter replacement rate by 25% when used (to standard minimum of 30% at worst)
  • Scarab:
    • Increased flux dissipation to 250 (was: 150)
    • Increased flux capacity to 2500 (was: 2000)
    • Removed the two less than optimally placed weapon slots
  • Dedicated freighters and tankers:
    • Tweaked values to make sure that larger ones are more efficient in fuel and supply use
    • Tarsus: increased fuel use to 3/ly (was: 2)
    • Buffalo: increased cargo capacity to 400 (was: 300)
    • Colossus (all versions): increased fuel/ly to 4 (was: 3)
    • Atlas: reduced fuel use to 6/ly (was: 10)
    • Phaeton: increased fuel capacity to 800 (was: 600), increased supply cost to 4 (was: 3)
    • Prometheus: increased fuel capacity to 3000 (was: 2500), reduced fuel use to 6/ly (was: 10)
    • Valkyrie: reduced max crew to 250 (was: 300)

Weapons/fighters:
  • Made Light AC (but not Light Dual AC) significantly more accurate; reduced OP cost to 4 (was: 5)
  • Light Dual AC: reduced OP cost to 5 (was: 6)
  • Swarmer SRM:
    • Increased damage to 100 (was: 75)
    • Reduced OP cost to 3 (was: 4)
    • Fighter version: reduced reload rate slightly to keep similar damage output as before
  • Thermal Pulse Cannon shots are no longer stopped by hitting missiles
  • Squall MLRS:
    • More accurate target leading
    • Second stage of missiles aims in a spread instead of at a single point
  • Light Needler: reduced OP cost to 7 (was: 9)
  • Railgun: increased OP cost to 8 (was: 7)
  • IR Pulse Laser: reduced flux cost per shot to 40 (was: 50)
  • Paladin PD System:
    • Now creates explosions on impact - 100 points of fragmentation damage
    • Reduced flux cost to 750/second (was: 1500)
  • Burst PD Laser: reduced flux cost by 33%
  • Heavy Burst Laser:
    • Reduced flux cost by 40%
    • No longer distracted by decoy flares
  • Devastator:
    • Slightly increased explosion radius and core explosion radius and slightly reduced fuse range
    • More likely to hit ships, and will do more damage with its explosions due to more targets being within core radius
  • Assault Chaingun: reduced damage/shot to 75 (was: 90)
  • Ion Pulser:
    • Increased range to 500 (was: 450)
    • Increased damage to 100 (was: 75)
    • Increased emp damage to 600 (was: 400)
  • Thunder:
    • Replaced Ion Cannon with Ion Cannon (High Delay)
    • Increased OP cost to 10 (was: 8)
  • Gladius:
    • Reduced OP cost to 6 (was: 10)
    • Replaced IR Pulse Laser with high-delay version to allow for more sustained firepower
  • Xyphos: reduced roam range to 0 (was: 4000)
  • Spark Interceptor Drone: now uses "high delay" PD Burst laser which has halved charge regeneration
    • Effectively: same initial damage burst, halved sustained damage after that
  • Warthog:
    • Increased wing size to 3 (was: 2)
    • Reduced replacement time to 10 seconds (was: 15)
    • Reduced engagement range to 2000 (was: the standard 4000)
  • Mining Laser:
    • Reduced flux/second to 10 (was: 35)
    • Increased turn rate to 80 (was: 30)
  • Added Breach SRM (small) and Breach SRM Pod (medium), a new anti-armor missile
    • Medium version has high ammo, small version is extremely cheap
  • Antimatter Blaster: shots now pass through missiles if they do enough damage to destroy them

Hullmods:
  • Militarized Subsystems:
    • No longer makes deployment cheaper
    • Increases flux dissipation and armor value for damage reduction calculation
    • Effects greatly boosted by relevant (new) skill
  • Added: Escort Package, Assault Package
    • Mutually exclusive, only installable on civilian-grade hulls
    • Effects greatly boosted by relevant (new) skill; same one that affects MS
  • Phase Field: now also reduces the fleet's sensor profile, in addition to its current effect
    • Diminishing returns from multiple ships, based on value from largest phase ship
  • High Resolution Sensors:
    • No longer affect individual ship's sensor strength
    • Now increase fleet's sensor range, with diminishing returns based on value from largest ships
  • Expanded Deck Crew:
    • Fighter replacement rate decrease reduction reduced to 10% (was: 25%)
    • Fighter replacement rate recovery increase decreased to 20% (was: 50%)
  • Armored Weapon Mounts: now available at the start of the game
  • Surveying Equipment: increased bonus for capital ships to 40 (was: 30)
  • Heavy Armor: reduced maneuver penalty to 10%, moderately increased armor bonus
  • Shield Conversion - Omni: significantly reduced OP cost
  • Added: Converted Fighter Bays
    • Removes built-in fighter bays, adds cargo capacity and reduces required crew per bay removed
    • Ship must only have built-in fighter bays for hullmod to be installed
  • Added: Shield Shunt; removes shields and increases EMP resistance by 50%
    • EMP resistance is multiplicative with other sources
  • Increased Maintenance: reduced supply cost increase to 50% (was: 100%)


Ship AI:
  • Fixed issue that caused the AI to be excessively concerned about bomb bays pointing in their direction
  • Fixed issue that could still cause the AI to occasionally slightly turn away from an enemy ship for no good reason
  • Significantly improved logic for turning autofire on and off, especially for high-flux weapons
  • Fixed issue that would cause weapons turning towards a target to fire too early sometimes, missing the first volley
  • Fixed issue that would prevent the AI from turning on autofire for Plasma Cannons
  • Minor improvements to ship maneuvering logic, on the "actually carrying out what the ship AI wants" layer
  • Should be more willing to keep high-flux PD weapons on autofire
  • Will become much more aggressive and will not back off when battle is clearly lost but it's not retreating
    • Meant to mitigate cases where it takes a long time to clean up the last 2-3 enemy frigates
      • Especially when facing REDACTED, which can't retreat
  • Tweaked Mine Strike ship system AI to be more effective vs nearby fighters
  • Now aware of weapons being set back on its hull and needing to be closer to use them
    • Particularly affects setups like Heavy Blasters on the Medusa/Aurora, but all ships/weapons will account for this to some degree
    • Only applies to weapons capable of firing forward
  • Fixed issue causing ships with only missile weapons to close in to point-blank range regardless of weapon range
  • Adjusted phase ship AI to be more aggressive, especially (but not only) when there are unsupported phase ships
    • Should no longer be necessary to wait out remaining phase ships at the end of some fights
  • Incremental improvements to order obedience
  • Incremental improvements to burn drive safety
  • Less likely to get into a bad position when approaching a group of enemies
    • The logic for which way to go to avoid being flanked kicks in earlier
  • Fixed issue causing AI to fire a "manually" controlled group at nearby fighters instead of at a clearly better target
  • Improved how AI follows the "Capture" order
  • Made some improvements regarding carrier use of fighters when under threat/overloaded
  • Made some improvements regarding ships getting too close to an overloaded target and getting damaged by its explosion
    • In particular, unshielded ships will be more cautious

Miscellaneous:
  • Added support for 4k resolutions
    • Somewhat experimental; please let me know if there are problems
  • Launcher:
    • Added antialiasing setting
    • Added memory management setting
      • Not supported on OS X
    • Added UI scaling setting
    • Added button to set all settings to recommended values
    • Improved mod selection dialog
      • Supports mod dependencies
      • Checks required version of game and required mods
        • Does *not* check for whether a mod has been updated; no online functionality
  • Added "Enable all" button to dialog for selecting which game mods are enabled
  • Can press Ctrl-K to enter a different activation key if the game has already been activated
  • Added "useDefaultMouseCursor" option to settings.json
  • Refit screen, fighter/weapon picked dialogs: changed behavior of filter buttons
    • Selecting one of the buttons will enable it and disable the others
    • E.G. pressing "2" for energy weapons will only show energy weapons instead of hiding all energy weapons
  • Can cycle through fighter weapon info in fighter wing tooltip by pressing F1
  • Added "compare" feature to refit screen - hold Control to compare fighter and weapon stats side by side with what's currently installed
  • Improved save-game tooltips in the "load game" dialog; better handling of large number of mods
  • Added check for specific, rare type of savefile corruption (file is all 0s in binary, cause unknown, can't reproduce)
    • If it happens, the save process will be aborted without corrupting the previous savefile
    • Player will be notified and asked to try saving again
  • Added check for file renaming failure during saving; player is notified and asked to use "Save Copy"
  • Added "refreshRateOverride" to data/config/settings.json, commented out by default
  • Added detection for some kinds of memory leaks (mostly applicable when running with mods)
    • Will show a warning to save and restart the game if one is detected
  • Gameplay settings:
    • Battle size slider now goes in increments of 10
    • Music/sound volume sliders go in increments of 5%
  • When running the game with mods: added periodic checks for VRAM/RAM available (thanks, MesoTroniK!)
    • Can be turned off using "doRAMandVRAMChecksWhenRunningWithMods" flag in settings.json

Modding:
  • Added new star system theme tags, used to help pick right target systems for missions:
    • "theme_unsafe" - for systems that have major hostile presence, such as REDACTED. Easy missions or missions that spawn fleets that need to survive avoid these
      • Does *not* cover dynamic conditions such as a pirate base being established there
    • "theme_interesting", "theme_interesting_minor" - system has some objects of interest
      • For example ruins, REDACTED systems, etc
      • Used to help missions point player to systems that are of interest in their own right
  • Providing an empty json array in a merged file no longer causes that array to be cleared out entirely
    • This was causing a bunch of issues/bugs in mods
    • Can still get same effect by providing an array the first element being "core_clearArray"
    • If the array has multiple elements, the subsequent elements will be added to the cleared master array
  • Fixed NPE when Hegemony inspection targets a colony in hyperspace
  • Punitive expeditions and inspections no longer target colonies in hyperspace
  • Added to LabelAPI:
    • void italicize();
  • void italicize(float shear);
    • void unitalicize();
  • Added to ShipAPI:
  • Vector2f getShieldTarget();
    • void setShieldTargetOverride(float x, float y);
      • Sets direction for omni shield to face
      • Needs to be called every frame
    • float getShipExplosionRadius();
  • Added to MissileAPI:
    • boolean isForceAlwaysArmed();
    • void setForceAlwaysArmed(boolean forceAlwaysArmed);
  • Added: EmpArcEntityAPI
    • float getCoreWidthOverride();
    • void setCoreWidthOverride(float coreWidthOverride);
    • void setTargetToShipCenter(Vector2f sourceSlotPos, ShipAPI ship);
  • Added to CombatEngineAPI:
    • void spawnMuzzleFlashOrSmoke(ShipAPI ship, WeaponSlotAPI slot, WeaponSpecAPI spec, int barrel, float targetAngle);
    • void applyDamageModifiersToSpawnedProjectileWithNullWeapon(ShipAPI source, WeaponType type, boolean isBeam, DamageAPI damage);
  • Changes to signatures of some methods, including spawnEmpArc()
  • Added isPhaseCloak column to ship_systems.csv (determines which cooldown stat mod it uses)
  • Added to MutableShipStatsAPI:
    • StatBonus getSystemCooldownBonus();
  • Added PlayerColonizationListener
  • Fixed issue that caused beam weapon damage modifiers to not apply to energy-slot-type weapons
  • Fixed issue where SHIP_WITH_MODULES ships with only a single non-active module remaining would be immediately disabled on deployment
  • Added to DamagingProjectileAPI:
    • float getBrightness();
  • Added:
    • CombatEngineAPI.getListenerManager()
    • ShipAPI.getListenerManager()
    • DamageDealtModifier
    • DamageTakenModifier
    • DamageListener
    • ProjectileSpecAPI
    • MissileSpecAPI
  • Person bounty intel will properly show ship modules on ship icons
  • Fixed issue with SHIP_WITH_MODULES retreating causing the battle to not end with a victory, for real this time
  • CommodityOnMarketAPI:
    • Removed getPlayerPriceMod()
    • Added getPlayerDemandPriceMod() and getPlayerSupplyPriceMod()
  • (Hopefully) fixed graphics driver crash during saving a game with a large number of mods
  • Added $captain_unremovable to person memory, makes them permanently assigned to a specific ship
    • Ships with an unremovable captain can not be transferred command to
  • Added "auto_fighter" tag; only fighters with it can be installed on player-fleet automated ships
  • Added "auto_rec" tag; UNBOARDABLE ships with it can be recovered by the player fleet with the proper skill
  • Added to BeamAPI:
    • void setFringeTexture(String spriteName);
    • void setCoreTexture(String spriteName);
  • Added GenerateFleetOfficersPlugin; add implementations to Global.getSector().getGenericPlugins()
  • Added to FleetParamsV3: maxNumShips
    • Used to override maxShipsInAIFleet setting on a per-fleet basis
  • Added to SettingsAPI:
    • ShipSystemSpecAPI getShipSystemSpec(String id);
    • List<ShipSystemSpecAPI> getAllShipSystemSpecs();
  • Added a lot of methods to ShipSystemSpecAPI
  • Added "campaignSpeedupMult" to settings.json; has to be an integer value >=2
    • Determines time multiplier when "speed up time" control is activated
    • Large values may cause fps drop when control is activated
  • tips.json: tips can now be a json object, with a "freq" field to control the frequency with which its shown (default: 1) and a "tip" field for the actual string. Tips can also still be strings as before.
  • Markets with NO_DECIV_KEY can now be destroyed by saturation bombardments
  • Made changes to mod_info.json, see: http://fractalsoftworks.com/forum/index.php?topic=4760.0
  • Added to SettingsAPI:
    • float getScreenScaleMult();
    • int getAASamples();
    • void setAutoTurnMode(boolean autoTurnMode);
    • boolean isAutoTurnMode();
    • float getScreenWidthPixels();
    • float getScreenHeightPixels();
    • int getMouseX(); // returns value adjusted for screen scaling
    • int getMouseY(); // returns value adjusted for screen scaling
    • getScreenWidth/Height() now return virtual screen width, i.e. divided by getScreenScaleMult()
    • Screen pixel size should only be relevant for OpenGL operations that work with pixels, such as glViewport() etc, not for any in-game/in-engine calculations
    • Input coordinates from events are in virtual pixels already; use getMouseX()/getMouseY() methods if those are needed where an input event isn't available
  • Added to FleetLogisticsAPI:
    • float getExcessShipsSupplyCost();
  • Ships with no entry in default_ship_roles can now be custom-produced
  • Added to SoundPlayerAPI:
    • void playLoop(String id, Object playingEntity, float pitch, float volume, Vector2f loc, Vector2f vel, float fadeIn, float fadeOut);
  • IndustryAPI.generateCargoForGatheringPoint() can now generate mothballed ships
  • Added "canNotCauseOverload" to .system files; defaults to false, used by type:PHASE_CLOAK systems only
  • Flat range bonuses (such as from Advanced Options) are now affected by range multipliers (but not percentage modifiers). For example:
    • Affected by: Electronic Warfare, Unstable Injector, etc
    • Not affected by: Integrated Targeting Unit and similar
  • Added to MutableShipStatsAPI:
    • CombatListenerManagerAPI getListenerManager();
    • void addListener(Object listener);
    • void removeListener(Object listener);
    • void removeListenerOfClass(Class<?> c);
    • boolean hasListener(Object listener);
    • boolean hasListenerOfClass(Class<?> c);
    • <T> List<T> getListeners(Class<T> c);
  • Added WeaponRangeModifier "listener" - can be added to ships and modifies weapon ranges arbitrarily, i.e. can be based on individual weapons and not pre-set groups (such as "all energy" etc)
  • Added WeaponOPCostModifier, FighterOPCostModifier "listeners", can be added to MutableShipStatsAPI
    • Can arbitrarily modify OP costs, apply after all other modifications
    • Only intended for use from built-in hullmods
    • Hullmods adding these should override affectsOPCosts() and return "true" there
  • Title screen should now support ships with modules
  • Added to CombatFleetManagerAPI:
    • boolean isCanForceShipsToEngageWhenBattleClearlyLost()
    • void setCanForceShipsToEngageWhenBattleClearlyLost(boolean canForceShipsToEngage);
      • By default, set to true for enemy side and false for player side
      • Set to false to restore parity (useful for e.g. fleet tournament)
  • Fixed issue where transferring command between ships with modules did not properly unapply/reapply skill effects
    • Skills were only properly applied for the initial captain the ship-with-modules was deployed with
  • Autofit will now only use fighters with auto_fighter tag for automated ships, matching refit screen behavior
  • Ships/weapons/fighter wings with "no_bp_drop" will no longer reduce the chance of other blueprints dropping while raiding that faction's colonies
  • Added CommoditySpecAPI.setBasePrice(float price)
  • Added to WeaponSpecAPI:
    • float getAutofireAccBonus();
    • void setAutofireAccBonus(float autofireAccBonus);
  • Added to weapon_data.csv: autofireAccBonus column
    • Improves target leading for autofiring weapons; 0 = no bonus, 1 = best possible
  • Added to SettingsAPI:
    • int getShippingCapacity(MarketAPI market, boolean inFaction);
    • JSONObject getSettingsJSON();
    • void resetCached(); // must be called after making any changes to result of getSettingsJSON()
    • void setFloat(String key, Float value);
    • void setBoolean(String key, Boolean value);
  • Added to ShipAPI:
    • void setCaptain(PersonAPI captain);
  • BaseSalvageSpecial.setExtraSalvage() now adds extra salvage if extra salvage already exists instead of replacing it, so that multiple sources can easily add extra salvage to the same entity
  • Added baseRaidDanger column to commodities.csv, see MarketCMD.RaidDangerLevel enum for valid values
  • "fighterBays" can now be specified in .skin files
  • Added "market_no_industries_allowed" tag to markets that makes all standard industries unavailable to build
  • Using the MANEUVERING_JETS AI with a ship system that has alwaysAccelerate:true now throws an exception
    • That AI assumes the system is useful for backing off
  • Can provide custom name, description, icon, and rank icon for all commodities using CommodityTooltipModifier, CommodityIconProvider, and CommodityDescriptionProvider
  • Can provide custom raid objectives and modify existing ones, see: GroundRaidObjectivesListener
  • All options with ids starting with "cutCommLink" and "defaultLeave" automatically get Escape as a shortcut
  • Added to PersonAPI: get/setMarket()
  • Set by market.add/removePerson(), allows easily checking what market a person is at
  • Added to Industry:
    • boolean canInstallAICores()
  • Added MemFlags.MEMORY_KEY_MAKE_AGGRESSIVE_ONE_BATTLE to automatically unset MEMORY_KEY_MAKE_AGGRESSIVE after a battle so that a defeated fleet doesn't keep trying to be aggressive
  • Fixed issue where not auto-generating gas giant jump points would also not autogenerate them for stars
  • Refactor of how items that can be slotted into industries works. Old code should still work, but industries now much more easily (i.e. with less code) support a single item slot for an arbitrary item
  • planets.json:
    • Added "doNotShowInCombat" to planet definitions
    • Set to false by default, in vanilla set to true for lava and lava_minor
    • Meant for planets that that are too bight and difficulty to see stuff on top of, so they don't get shown in combat even if it takes place nearby
  • Fighters and drones *should* now support right-click ship systems. Note that many vanilla system AI's don't support being used this way and this generally requires a CUSTOM system AI
  • AutofitPlugin: modified doFit() method to accept parameter for number of s-mods
  • Added onExplosionEffect to proximity fuse behavior spec, see:
    • riftlance_minelayer_mine.proj
    • "onExplosionEffect":"com.fs.starfarer.api.impl.combat.RiftLanceMineExplosion"
  • Added "onFireEffect" to projectile and missile specs; see OnFireEffectPlugin
  • Added "dudProbabilityOnFlameout" to missiles, defaults to 0.5 (same as what was hardcoded before)
  • Added "fizzleOnReachingWeaponRange" to missiles
    • Allows missiles to have a higher flight time to allow a bit more maneuvering time while within range, without extending their range
  • Added "useProjectileRangeCalculation" to missiles; will use projectile range calculation that considers range threshold (from SO etc)
  • OnHitEffectPlugin: added ApplyDamageResultAPI to parameters
    • API-BREAKING CHANGE (but should be easy to fix by adding the parameter to the method)
  • HYBRID, COMPOSITE, SYNERGY, and UNIVERSAL are now supported weapon types
    • Fit into that type of slot, or into a slot of a matching primary type
    • E.G a HYBRID weapon fits into a hybrid, ballistic, or energy slot, but not into a synergy slot
  • Added fighter wing tags:
    • rapid_reform - lagging wing members catch up more quickly
    • leader_no_swarm - leader will start a new attack run on reaching target
    • wingmen_no_swarm - wing members will keep their position in the wing on reaching target
    • match_leader_facing - wing members will not face towards target but will match wing leader
    • attack_at_an_angle - aim to pass near target instead of directly over it, based on weapon range
    • independent_of_carrier - combat won't end when only these are left on the field
  • Added to WeaponSlotAPI:
    • List<Vector2f> getLaunchPointOffsets();
  • Added to FighterLaunchBayAPI:
    • WeaponSlotAPI getWeaponSlot();
  • Added "no_sell" tag for fighters/weapons that prevents them from being sold at colonies
    • Does *not* prevent them from showing up in battle salvage
  • EMP Emitter ship system now properly renders EMP arcs when used on ships with modules and stations
  • Added to WeaponAPI: setTurnRateOverride(float turnRateOverride)
  • Added EveryFrameWeaponEffectPluginWithAdvanceAfter interface with advanceAfter() method that's called at the end of the weapon's advance() method rather than at the beginning
  • Added CONSERVE_FOR_ANTI_ARMOR weapon hint, used for missiles with limited ammo
    • Will fire less against targets with stripped armor on side facing the ship
  • Added DIRECT_AIM weapon hint, makes missiles not weave while approaching target
  • Added MISSILE_SPREAD weapon hint, makes missiles aim randomly off the target's center
  • Fixed issue with PROJECTILE-type MIRV missile submunitions that was causing them to not properly calculate their maximum range
    • Issue did not affect MISSILE-type submunitions
    • "projectileRange" is now properly adhered to
    • Speed of projectile is no longer higher than it should have been
    • To retain the same speed as with the old behavior, double "spreadSpeed"
      • But NOT spreadSpeedRange
  • Added to CombatEngineAPI:
    • void setCustomExit(String buttonTitle, String confirmString);
    • String getCustomExitButtonTitle();
    • String getCustomExitButtonConfirmString();
    • Makes combat exitable by the player at any time, as if it were a simulation
  • Added "voices" section for factions (determines which conversation text gets picked at certain points)
  • ship_data.csv: when supplies/rec or supplies/mo are unspecified, it will now default to 0 instead of a hull-size specific default value
  • Added NO_TURN_RATE_BOOST_WHEN_IDLE weapon hint
  • EMP arcs no longer target decorative weapon slots
  • AI Cores will now be dropped by fleets if the fleet uses these AI cores as officers
    • Probability determined by drop_prob_officer_<ai core id> in settings.json
    • Multiplied by another value based on ship size (also specified in settings.json)
    • "no_drop" tag in commodities.csv makes core not drop this way
    • "no_ai_core_drop" tag on variant prevents it from getting dropped as well
  • Added "mission_item" tag for special items
    • Item can't be removed from player inventory (sold, ejected, or put into storage)
  • Added PLAY_FIGHTER_OVERLOAD_SOUNDS ship hint to force specific types of fighters to play overload sounds
  • Added DO_NOT_SHOW_MODULES_IN_FLEET_LIST ship hint
  • rules.csv:
    • "text" column: trailing whitespace will be removed when loaded
    • Assignment operator ("=") in conditions: error when loading
    • Equals operator ("==") in script: error when loading

Bugfixing:
  • Fixed issue where Luddic Path Cells sabotage only succeeded at very low stability colonies
  • Fixed rare issue where fighting a solo enemy station could result in no salvage
  • Solar Shielding now reduces energy damage taken by shields
  • Fixed issue where ships with Converted Hangar, a fighter wing, and no other weapon would show an incorrect "X ordnance points left" message on game load
  • Low-tech and midline star fortress mines now have the proper amount of hitpoints (2x)
  • Fixed minor issue with ship restoration costs
  • Fixed issue that made the pirate/Luddic Path Gremlin versions unable to be produced by the player
  • Fixed some bugs related to ship CR values and the ship tooltip in the fleet/storage screens
  • Fixed issue with planet rotation in very long games
  • Fixed bug that caused beam weapons to deal 6x less damage to asteroids
  • Fixed bug that caused fleet to go backwards when releasing S ("move slowly") and left mouse button at the same time
  • Fixed issue that let Sustained Burn instantly stop the fleet if toggled off and back on
  • Fixed issue where a fleet with every ship mothballed could move at normal speed when carrying no cargo
  • "Decivilized Subpopulation" market condition no longer removed when a colony is abandoned
  • No longer possible for a colony to decivilize when it has non-zero stability
  • Pause/play widget no longer renders while showing video feed
  • Fixed issue where the effects of a special item removed by a raid continued to apply to the colony
  • Fixed issue where "Full Assault!" would need to be ordered twice to take effect in some cases
  • Fixed bug where accidents could cause (non-impactful) crew loss higher than current number of crew
  • Fixed issue where it was possible to manage AI cores/items at an industry remotely by clicking on the planet from the map
  • Faction commissions now pay out bounties instead of just saying they pay out bounties
  • Fixed issue where the "free" Spaceport on colonizing a planet could be refunded for some credits
  • "Transmitter trap" ambush fleets now have low reputation impact and fighting them will no longer make you insta-hostile with their faction
  • No longer possible for same entity/planet to be targeted by multiple analyse/survey missions, making some of them impossible to complete
  • Fixed issue with being able to accept an "analyze entity" mission after salvaging its target, making it impossible to complete
  • Fixed ship systems not being used on station modules/ships with modules
  • Fixed bug where Automated Repair Unit and similar effects could have double the stated effect
  • Disabled weapons no longer have their cooldown reset when coming back online
  • When destroying enough enemy ships to disengage without pursuit, the enemy will no longer be able to harry your forces, causing additional CR loss
  • Fixed music-playback-related campaign memory leak
  • Fixed occasional sound buzzing issue during combat; most noticeable right after deployment
« Last Edit: October 17, 2020, 01:10:45 PM by Alex »
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Grievous69

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #1 on: October 16, 2020, 01:30:42 PM »

I literally said in another thread I felt like something was coming soon holy ***, finally the sacred text! Damn this is gonna take forever to read.

EDIT:
Quote
Added unique capital-class ship that can be acquired by the player. Good luck.
Legion LXIX here I come :O

Quote
Light Dual AC: reduced OP cost to 5 (was: 6)
But it already is 5 OP? I know the patch notes are in progress but just making sure.

Quote
Light Needler: reduced OP cost to 7 (was: 9)
Railgun: increased OP cost to 8 (was: 7)
This is the only thing that I don't get. I mean we all know Light Needler wasn't worth 9 OP currently, but lowering it to 7 AND increasing Railgun to 8 seems a wee bit too much. It makes sense to me that they have the same OP cost at least, then you have an option between burst and sustained damage. With these changes Light Needler seems like a no-brainer unless I'm missing something crucial.
« Last Edit: October 16, 2020, 01:59:16 PM by Grievous69 »
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Zuthal

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #2 on: October 16, 2020, 01:58:59 PM »

    • Asteroid fields: chance for moderately damaging asteroid impacts on ships when not moving slowly
      • AI will move slowly through asteroid fields
    • Hyperspace storms: slow-moving fleets do not attract storm strikes
      • AI will move slowly through storms instead of trying to avoid them

    Does that also apply to the player's fleet when flying to a destination under autopilot?[/list]
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    Botaragno

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #3 on: October 16, 2020, 02:02:30 PM »

    Quote
    Onslaught:

        Reduced arc of side-facing large turrets
        Added built-in Heavy Ballistics Integration

    Enforcer:

        Increased armor to 900 (was: 750)
        Increased hull to 6000 (was: 5000)
        Reduced shield flux/damage to 1 (was: 1.2)

    YUP
    IT'S LOW TECH TIME
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    Some day the Conquest will be a viable capital..... some day....

    Alex

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #4 on: October 16, 2020, 02:05:30 PM »

    I literally said in another thread I felt like something was coming soon holy ***, finally the sacred text! Damn this is gonna take forever to read.

    (Sorry but also not sorry!)

    Quote
    Light Dual AC: reduced OP cost to 5 (was: 6)
    But it already is 5 OP? I know the patch notes are in progress but just making sure.

    ... is it? If it is, then I probably got mixed up at some point, but it'll be 5, regardless, whether it's a change from 6 or not.

    Quote
    Light Needler: reduced OP cost to 7 (was: 9)
    Railgun: increased OP cost to 8 (was: 7)
    This is the only thing that I don't get. I mean we all know Light Needler wasn't worth 9 OP currently, but lowering it to 7 AND increasing Railgun to 8 seems a wee bit too much. It makes sense to me that they have the same OP cost at least, then you have an option between burst and sustained damage. With these changes Light Needler seems like a no-brainer unless I'm missing something crucial.

    I think the Railgun is a touch better due to being a good all-arounder that's also kinetic, and the extra point reflects that. It's ok vs fighters, light armor, etc.


    Does that also apply to the player's fleet when flying to a destination under autopilot?

    No, but you can hold S to move slowly without overriding the laid-in course.
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    Draba

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #5 on: October 16, 2020, 02:09:00 PM »

    Awesome as always, can't wait to try it!
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    Cycerin

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #6 on: October 16, 2020, 02:10:06 PM »

    Hell yeah!
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    FooF

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #7 on: October 16, 2020, 02:20:04 PM »

    Yep. Today is a good a day.

    I'll comment specifically when I have more time but there a lot of good changes in there and a lot of things are (heavily) understated. "Skill system revamp." "New enemy" "New contact system." "Story points." "Megastructure mission." Lol.

    Tons of QoL improvements. I'm surprised by the "Move slowly" function but think it's a good addition. Also a (very welcome) surprise is the "historian." That's just a neat touch.

    Anyway...good, great, and fantastic stuff. Can't wait to try it.
    « Last Edit: October 16, 2020, 02:27:00 PM by FooF »
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    Cathair

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #8 on: October 16, 2020, 02:28:45 PM »

    oh god it's finally happening. I'M VERY EXCITED NOW.


    It's surprising, and cool, to see so many modding additions in a patch that already has so much on its plate with reworking base game systems.
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    Eji1700

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #9 on: October 16, 2020, 02:30:27 PM »

    "Moving Slowly"

    Love all of it.  More depth to movement is something i've rambled about a ton, and this is exactly the kind of stuff that I was hoping for.  Intuitive changes that can make looking at the map more interactive as you figure out how to approach something, and what skills you might use to do so.

    "Skill system revamp:"


    Obviously hype to see how this goes.  I'm sure there will be some initial rough spots but in general i think skills systems are something that should be fun, and often aren't, so any game experimenting there is heading in the right direction in my book.

    "Officers:"

    Great.  Love that they're capped at 5 now, felt kinda tedious before.

    "Added "personal contacts" mechanics:"


    Very hype for this.  I'm hoping it gives some depth to the fleet communication/relations that exist. 

    "Adjusted AI fleet compositions:"

    Glad to hear this.  "ALL THE CAPITALS" felt odd in a lot of ways, but especially for pirate armadas.  Power should scale without having to just send X of the biggest thing.

    "Can use a story point to recover an otherwise unrecoverable derelict ship (only applies to derelict ships found in the campaign, not during a combat encounter)

        Some ships (such as REDACTED ships when the player doesn't have the proper skill) are not recoverable this way"


    Maybe i'm reading this wrong, but won't this lead to "always have 1 story point" situations because you don't know when it'll come up and matter?

    "Requires fuel and heavy machinery (consumed) and an Alpha Core (not consumed
    )"

    In general i love the idea of expanding the uses of items like this.  Having X item in inventory lets you do Y is often decently interesting progression, especially when its something like a core that can get you in trouble.

    "Pirate bases should no longer spawn in systems with neutron stars/pulsars"


    Have to say i'm kinda sad to see this.  I was hoping for a more creative solution, such as making it kinda rare/special and with some wonky effects.  Something like having a few results where either they're totally unprepared so their fleets are just a mess, or they have some special feature/items that you normally wouldn't find at a pirate base so it's worth visiting, or even them being some sort of super high tech pirates so the base is actually a high tech with high tech ships sort of thing. 

    "Colonies/exploration/related:"

    All sounds interesting.

    "Revamped ground raid mechanics"

    As always love all of this for adding more depth and not just being a dialogue option you mash through.

    "Combat:"


    In general lots of qol and i've already talked before about how I like that buoy's are now going to introduce beginners to the idea of post combat start deployments/retreats.

    "Ships/systems:"


    Brawler- losing damper field feels sad.  Maybe it's more fun to pilot but it made it a great AI ship.
    Onslaught- awesome.
    Gemini- Interesting.  It's a favorite of my early game so i'm curious to see how it plays out.
    Drover- I like this, especially more cargo nerfs in general.  The "support" section of your fleet feels incidental right now, and it really should be more of a cost.

    "Weapons/fighters:"


    I like basically all of this.  Feels like trying to bring things in line rather than just playing wack a mole with what's currently good. Always more interesting because it keeps fun things fun.

    "Hullmods:"


    As always i love anything that makes civilian ship sprites more likely to wind up on screen.  If time is going to be spent making it then it should have a reason to show up in battle even if it's niche.  Very curious how the "remove fighter bays" thing will play out.  Shield shunt also seems like it should be fun to play with.

    "Ship AI:"

    Quality of life heaven.

    "the rest"


    All good.

    Can't wait until we can mess with it.
    « Last Edit: October 16, 2020, 02:33:21 PM by Eji1700 »
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    Nextia

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #10 on: October 16, 2020, 02:39:51 PM »

    Very nice changes, can't wait for this!  ;D
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    Auraknight

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #11 on: October 16, 2020, 02:46:29 PM »

    Always excited for patchnotes! Already sending highlights to friends.

    Man, the skill points system keeps getting leaner and leaner! At this rate, it might vanish entirely!
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    Dostya

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #12 on: October 16, 2020, 02:52:46 PM »

    Quote
    Improved cargo screen performance when taking or leaving a VERY large number of items

    Much appreciated. Thank you.

    Quote
    Maximum post-Collapse colony growth limited to a maximum of colony size 6

    Sick of all those systems filled with size 10s within a decade, huh? :P

    Are there any plans for a story mission to break this?
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    Space Dynamics

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #13 on: October 16, 2020, 03:03:27 PM »

    Ohh Exciting!  ;D
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    Alex

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    Re: Starsector 0.95a (In Development) Patch Notes
    « Reply #14 on: October 16, 2020, 03:10:01 PM »

    Thank you all!


    "Pirate bases should no longer spawn in systems with neutron stars/pulsars"


    Have to say i'm kinda sad to see this.  I was hoping for a more creative solution, such as making it kinda rare/special and with some wonky effects.  Something like having a few results where either they're totally unprepared so their fleets are just a mess, or they have some special feature/items that you normally wouldn't find at a pirate base so it's worth visiting, or even them being some sort of super high tech pirates so the base is actually a high tech with high tech ships sort of thing.

    This mostly has to do with fleet AI just not being able to handle pulsars. If I ever have the time (ha) to dedicated to making it handle them, that might be reconsidered, but the likelihood of this seems low. It's just a complicated problem to solve. (And now that I'm talking about it, I kind of want to try. Must. Resist.)

    Brawler- losing damper field feels sad.  Maybe it's more fun to pilot but it made it a great AI ship.

    Yeah, that's the goal, to have a midline frigate that's fun to pilot for the player, since there wasn't one. I think the Centurion is also pretty good in the general "hard to kill frigate that works in larger fleets" role and this spreads ship roles out more nicely, but I see what you're saying in general; it's definitely a tradeoff.


    Sick of all those systems filled with size 10s within a decade, huh? :P

    Are there any plans for a story mission to break this?

    Well, you have to admit it's a bit... unreasonable. But you get as many industries on a size 6, so mainly it's about taking the scale down a notch while keeping the options about the same.

    As far as breaking the limit - no, nothing I'd call plans. I wouldn't rule it out if a story element called for it, but I don't particularly feel the need to have extra-large colonies in the game. Just that by itself doesn't feel like it adds anything and isn't a "goal", if that makes sense.

    (Also, consider that there's a variety of nanoforge-like items that buff various aspects of colonies, which wasn't possible before.)
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